397 lines
No EOL
13 KiB
C++
397 lines
No EOL
13 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/******************************************************************************
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*
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* FILE
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* Toolkit_Actions.cpp
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*
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* DESCRIPTION
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* Designer Toolkit for Mission Construction - Actions Subset
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*
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* PROGRAMMER
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* Design Team
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*
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* VERSION INFO
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* $Author: Ryan_v $
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* $Revision: 10 $
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* $Modtime: 11/03/00 2:25p $
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* $Archive: /Commando/Code/Scripts/Toolkit_Actions.cpp $
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*
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******************************************************************************/
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#include "toolkit.h"
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/*Editor Script - M00_Action
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Animations are not handled with this script - they are handled separately.
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Parameters:
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_Move_Target_ID = The Target ID to move towards.
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_Move_Following = Whether this unit should follow the Target ID or not.
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_Move_Destination = The Vector3 location of the movement destination.
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_Move_Waypath_ID = The ID of a waypath to follow.
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_Move_Waypath_Start_ID = The starting point to use on the waypath.
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_Move_Waypath_End_ID = The ending point to use on the waypath.
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_Move_Waypath_Splined = Whether to use splined movement or not on waypaths.
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_Move_Waypath_Looping = If the unit should circle on the waypath.
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_Move_Patrol_Radius = A radius to use if patrolling an area.
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_Move_Patrol_Loiter_Time = How long to wait at each point until patrolling again.
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_Move_Arrive_Distance = The distance to close to with the destination.
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_Move_Speed = The speed at which the unit moves.
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_Move_Crouch = Whether to move crouched or not.
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_Move_Backwards = Whether to move backwards or not.
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_Move_Pathfind = Whether to use pathfinding data for movement or not.
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_Attack_Target_ID = The attack target's ID.
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_Attack_Location = The location of the attack (if no target).
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_Attack_Range = The maximum effective range of the attack.
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_Attack_Deviation = The deviation of the attack.
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_Attack_Primary = Whether to use the primary weapon or not.
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_Attack_Crouched = Whether to crouch when firing or not.
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*/
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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")
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{
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bool debug_mode;
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bool script_active;
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bool attacking;
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bool primary_weapon;
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Vector3 current_position;
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Vector3 current_fire_position;
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Vector3 current_attack_location;
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Vector3 empty_vector;
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void Created(GameObject* obj)
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{
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ActionParamsStruct params;
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script_active = false;
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attacking = false;
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debug_mode = (Get_Int_Parameter("Debug_Mode") == 1) ? true : false;
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GameObject* move_target;
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GameObject* attack_target;
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move_target = Commands->Find_Object(Get_Int_Parameter("_Move_Target_ID"));
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attack_target = Commands->Find_Object(Get_Int_Parameter("_Attack_Target_ID"));
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primary_weapon = (Get_Int_Parameter("_Attack_Primary") == 1) ? true : false;
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current_attack_location = Get_Vector3_Parameter("_Attack_Location");
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empty_vector = Vector3(0.0f,0.0f,0.0f);
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params.Set_Basic(this, Get_Int_Parameter("Action_Priority"), Get_Int_Parameter("Action_ID"));
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params.Set_Movement(Get_Vector3_Parameter("_Move_Destination"), Get_Float_Parameter("_Move_Speed"), Get_Float_Parameter("_Move_Arrive_Distance"));
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params.Set_Attack(Get_Vector3_Parameter("_Attack_Location"), Get_Float_Parameter("_Attack_Range"), Get_Float_Parameter("_Attack_Deviation"), primary_weapon);
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params.MoveBackup = (Get_Int_Parameter("_Move_Backwards") == 1) ? true : false;
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params.MoveFollow = (Get_Int_Parameter("_Move_Following") == 1) ? true : false;
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params.MoveCrouched = (Get_Int_Parameter("_Move_Crouch") == 1) ? true : false;
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params.MovePathfind = (Get_Int_Parameter("_Move_Pathfind") == 1) ? true : false;
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params.AttackCrouched = (Get_Int_Parameter("_Attack_Crouched") == 1) ? true : false;
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params.WaypathID = Get_Int_Parameter("_Move_Waypath_ID");
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params.WaypointStartID = Get_Int_Parameter("_Move_Waypath_Start_ID");
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params.WaypointEndID = Get_Int_Parameter("_Move_Waypath_End_ID");
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params.WaypathSplined = (Get_Int_Parameter("_Move_Waypath_Splined") == 1) ? true : false;
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if (attack_target)
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{
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// Attacking a target, override the attack location values
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params.Set_Attack(attack_target, Get_Float_Parameter("_Attack_Range"), Get_Float_Parameter("_Attack_Deviation"), primary_weapon);
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attacking = true;
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}
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if (current_attack_location != empty_vector)
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{
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// Attacking a location, be sure to turn on attacking bool
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attacking = true;
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}
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if (move_target)
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{
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// Moving toward a target, override other movement values
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params.Set_Movement(move_target, Get_Float_Parameter("_Move_Speed"), Get_Float_Parameter("_Move_Arrive_Distance"));
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params.WaypathID = 0;
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params.WaypointStartID = 0;
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params.WaypointEndID = 0;
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params.WaypathSplined = false;
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}
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if (params.MoveLocation != empty_vector)
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{
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// Moving to a location, override other movement values
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params.WaypathID = 0;
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params.WaypointStartID = 0;
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params.WaypointEndID = 0;
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params.WaypathSplined = false;
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}
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if (Get_Int_Parameter("Start_Now"))
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{
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SCRIPT_DEBUG_MESSAGE(("M00_Action ACTIVATED.\n"));
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script_active = true;
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if (script_active)
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{
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// Check if we are firing and moving, or just moving.
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if (attacking)
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{
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SCRIPT_DEBUG_MESSAGE(("M00_Action is moving and attacking.\n"));
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Commands->Action_Attack(obj, params);
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}
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else
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{
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SCRIPT_DEBUG_MESSAGE(("M00_Action is moving only - no attack.\n"));
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Commands->Action_Goto(obj, params);
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}
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}
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}
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}
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void Custom(GameObject * obj, int type, int param, GameObject * sender)
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{
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SCRIPT_DEBUG_MESSAGE(("M00_Action received custom type %d, param %d.\n", type, param));
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if (type == Get_Int_Parameter("Receive_Type"))
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{
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if (param == Get_Int_Parameter("Receive_Param_On"))
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{
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GameObject* move_target;
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GameObject* attack_target;
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move_target = Commands->Find_Object(Get_Int_Parameter("_Move_Target_ID"));
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attack_target = Commands->Find_Object(Get_Int_Parameter("_Attack_Target_ID"));
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ActionParamsStruct params;
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params.Set_Basic(this, Get_Int_Parameter("Action_Priority"), Get_Int_Parameter("Action_ID"));
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params.Set_Movement(Get_Vector3_Parameter("_Move_Destination"), Get_Float_Parameter("_Move_Speed"), Get_Float_Parameter("_Move_Arrive_Distance"));
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params.Set_Attack(Get_Vector3_Parameter("_Attack_Location"), Get_Float_Parameter("_Attack_Range"), Get_Float_Parameter("_Attack_Deviation"), primary_weapon);
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params.MoveBackup = (Get_Int_Parameter("_Move_Backwards") == 1) ? true : false;
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params.MoveFollow = (Get_Int_Parameter("_Move_Following") == 1) ? true : false;
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params.MoveCrouched = (Get_Int_Parameter("_Move_Crouch") == 1) ? true : false;
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params.MovePathfind = (Get_Int_Parameter("_Move_Pathfind") == 1) ? true : false;
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params.AttackCrouched = (Get_Int_Parameter("_Attack_Crouched") == 1) ? true : false;
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params.WaypathID = Get_Int_Parameter("_Move_Waypath_ID");
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params.WaypointStartID = Get_Int_Parameter("_Move_Waypath_Start_ID");
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params.WaypointEndID = Get_Int_Parameter("_Move_Waypath_End_ID");
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params.WaypathSplined = (Get_Int_Parameter("_Move_Waypath_Splined") == 1) ? true : false;
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SCRIPT_DEBUG_MESSAGE(("M00_Action ACTIVATED.\n"));
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if (attack_target)
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{
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// Attacking a target, override the attack location values
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params.Set_Attack(attack_target, Get_Float_Parameter("_Attack_Range"), Get_Float_Parameter("_Attack_Deviation"), primary_weapon);
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attacking = true;
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}
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if (current_attack_location != empty_vector)
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{
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// Attacking a location, be sure to turn on attacking bool
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attacking = true;
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}
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if (move_target)
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{
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// Moving toward a target, override other movement values
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params.Set_Movement(move_target, Get_Float_Parameter("_Move_Speed"), Get_Float_Parameter("_Move_Arrive_Distance"));
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params.WaypathID = 0;
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params.WaypointStartID = 0;
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params.WaypointEndID = 0;
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params.WaypathSplined = false;
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}
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if (params.MoveLocation != empty_vector)
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{
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// Moving to a location, override other movement values
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params.WaypathID = 0;
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params.WaypointStartID = 0;
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params.WaypointEndID = 0;
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params.WaypathSplined = false;
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}
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if (script_active)
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{
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// Check if we are firing and moving, or just moving.
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if (attacking)
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{
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SCRIPT_DEBUG_MESSAGE(("M00_Action is moving and attacking.\n"));
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Commands->Action_Attack(obj, params);
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}
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else
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{
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SCRIPT_DEBUG_MESSAGE(("M00_Action is moving only - no attack.\n"));
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Commands->Action_Goto(obj, params);
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}
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}
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}
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if (param == Get_Int_Parameter("Receive_Param_Off"))
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{
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SCRIPT_DEBUG_MESSAGE(("M00_Action DEACTIVATED.\n"));
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script_active = false;
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Commands->Action_Reset(obj, Get_Int_Parameter("Action_Priority")+1);
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}
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}
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}
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void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
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{
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if (script_active)
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{
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if (action_id == Get_Int_Parameter("Action_ID"))
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{
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switch (reason)
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{
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case (ACTION_COMPLETE_LOW_PRIORITY):
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{
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SCRIPT_DEBUG_MESSAGE(("M00_Action returned a Low Priority Warning.\n"));
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break;
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}
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case (ACTION_COMPLETE_PATH_BAD_START):
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{
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SCRIPT_DEBUG_MESSAGE(("ERROR - M00_Action returned a Path Bad Start Error!\n"));
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break;
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}
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case (ACTION_COMPLETE_PATH_BAD_DEST):
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{
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SCRIPT_DEBUG_MESSAGE(("ERROR - M00_Action returned a Path Bad Destination Error!\n"));
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break;
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}
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case (ACTION_COMPLETE_MOVE_NO_PROGRESS_MADE):
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{
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SCRIPT_DEBUG_MESSAGE(("ERROR - M00_Action returned a No Progress Made Error!\n"));
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break;
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}
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case (ACTION_COMPLETE_ATTACK_OUT_OF_RANGE):
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{
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SCRIPT_DEBUG_MESSAGE(("ERROR - M00_Action returned an Attack Out Of Range Error!\n"));
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break;
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}
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case (MOVEMENT_COMPLETE_ARRIVED):
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{
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SCRIPT_DEBUG_MESSAGE(("M00_Action returned a Movement Complete Arrived.\n"));
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break;
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}
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default:
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{
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SCRIPT_DEBUG_MESSAGE(("M00_Action returned with default success.\n"));
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break;
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}
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}
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}
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}
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}
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};
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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")
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{
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void Created(GameObject* obj)
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{
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if (Get_Int_Parameter("Start_Now"))
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{
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Set_Innate_Position (obj);
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}
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}
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void Custom( GameObject * obj, int type, int param, GameObject * sender )
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{
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if (type == Get_Int_Parameter("Receive_Type"))
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{
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if (param == Get_Int_Parameter("Receive_Param_On"))
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{
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Set_Innate_Position (obj);
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}
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}
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}
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void Set_Innate_Position (GameObject* obj)
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{
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Commands->Set_Innate_Soldier_Home_Location(obj, Get_Vector3_Parameter("Home_Location"), Get_Float_Parameter("Wander_Distance"));
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}
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};
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DECLARE_SCRIPT (M00_Action_Innate_Follow_Waypath, "Waypath_ID:int")
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{
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void Created (GameObject* obj)
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{
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Perform_Action (obj);
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}
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void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason complete_reason)
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{
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//Commands->Start_Timer (obj, this, 3.0f, 32);
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}
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void Timer_Expired (GameObject * obj, int timer_id)
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{
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if (timer_id == 32)
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{
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Perform_Action (obj);
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}
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}
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void Perform_Action (GameObject* obj)
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{
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/*
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ActionParamsStruct params;
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params.Set_Basic(this, 29, 11);
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params.Set_Movement(Vector3(0.0f,0.0f,0.0f), 0.5f, 1.0f);
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params.WaypathID = Get_Int_Parameter("Waypath_ID");
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Commands->Action_Goto (obj, params);
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*/
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}
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};
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DECLARE_SCRIPT (M00_Action_Innate_Follow_Player, "")
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{
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void Created (GameObject* obj)
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{
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Commands->Start_Timer (obj, this, 1.0f, 33);
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}
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void Timer_Expired (GameObject* obj, int timer_id)
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{
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if (timer_id == 33)
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{
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Vector3 my_loc = Commands->Get_Position(obj);
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GameObject * nearest = Commands->Get_A_Star (my_loc);
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if (nearest)
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{
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ActionParamsStruct params;
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params.Set_Basic(this, 39, 11);
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params.Set_Movement(nearest, 1.0f, 3.0f);
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Commands->Action_Goto (nearest, params);
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Commands->Start_Timer (obj, this, 10.0f, 33);
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}
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}
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}
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}; |