thug/Code/Sk/Objects/MovingObject.cpp

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2016-02-13 21:39:12 +00:00
/*
MovingObject.cpp
Skaters, Peds, Cars are derived from CMovingObject.
These objects are controlled through scripts. Script commands are
sent through CallMemberFunction( ). See all available commands by
looking at CMovingObject::CallMemberFunction().
*/
// start autoduck documentation
// @DOC movingobject
// @module movingobject | None
// @subindex Scripting Database
// @index script | movingobject
#include <sk/objects/movingobject.h>
#include <gel/mainloop.h>
#include <gel/objman.h>
#include <gel/objsearch.h>
#include <gel/objtrack.h>
#include <gel/components/animationcomponent.h>
#include <gel/components/lockobjcomponent.h>
#include <gel/components/modelcomponent.h>
#include <gel/components/motioncomponent.h>
#include <gel/components/skeletoncomponent.h>
#include <gel/components/suspendcomponent.h>
#include <gel/components/soundcomponent.h>
#include <gel/components/specialitemcomponent.h>
#include <gel/components/streamcomponent.h>
#include <sk/components/skaterproximitycomponent.h>
#include <gel/object/compositeobjectmanager.h>
#include <gel/scripting/script.h>
#include <gel/scripting/array.h>
#include <gel/scripting/symboltable.h>
#include <gel/scripting/checksum.h>
#include <gfx/debuggfx.h> // for AddDebugLine( )
#include <gfx/bbox.h>
#include <gfx/gfxutils.h>
#include <gfx/nx.h>
#include <gfx/nxmodel.h>
#include <gfx/skeleton.h>
#include <sk/modules/skate/skate.h>
#include <sk/objects/skater.h>
#include <sk/scripting/nodearray.h>
namespace Obj
{
/******************************************************************/
/* */
/* */
/******************************************************************/
void CMovingObject::DrawBoundingBox( SBBox *pBox, Mth::Vector *pOffset, int numFrames, Mth::Vector *pRot )
{
Gfx::AddDebugBox( m_matrix, m_pos, pBox, pOffset, numFrames, pRot);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CMovingObject::CMovingObject()
{
// set up default bounding box
m_bbox.m_max.Set(10.0f, 10.0f, 10.0f);
m_bbox.m_min.Set(-10.0f, -10.0f, -10.0f);
m_bbox.centerOfGravity.Set(); // zero center of gravity......
// suspend component should come first, because it
// controls whether the rest of the components
// should be updated
CSuspendComponent* p_suspendComponent = new CSuspendComponent;
AddComponent(p_suspendComponent);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CMovingObject::~CMovingObject( void )
{
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CMovingObject::MovingObjectCreateComponents()
{
CMotionComponent* p_motionComponent = new CMotionComponent;
AddComponent(p_motionComponent);
CSpecialItemComponent* p_specialItemComponent = new CSpecialItemComponent;
AddComponent(p_specialItemComponent);
CSkaterProximityComponent* p_skaterProximityComponent = new CSkaterProximityComponent;
AddComponent( p_skaterProximityComponent );
CSoundComponent* p_soundComponent = new CSoundComponent;
AddComponent(p_soundComponent);
CStreamComponent* p_streamComponent = new CStreamComponent;
AddComponent(p_streamComponent);
CLockObjComponent* p_lockObjComponent = new CLockObjComponent;
AddComponent(p_lockObjComponent);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CMovingObject::MovingObjectInit( Script::CStruct* pNodeData, CGeneralManager* p_obj_man )
{
// Dan: a hack for now to detect whether anyone has called CreateComponents() yet or not
// once components are created in a consistent manner across object types, we can remove this sort of foolishness
if (!GetMotionComponent())
{
MovingObjectCreateComponents();
}
Dbg_MsgAssert( GetMotionComponent(), ( "Motion component doesn't exist yet" ) );
GetMotionComponent()->OrientToNode( pNodeData );
//----------------------------------------
// MOVED FROM POSOBJECT.H
Dbg_MsgAssert( pNodeData, ( "Couldn't find node structure." ));
// Get the checksum ...
uint32 NodeNameChecksum = 0;
pNodeData->GetChecksum(CRCD(0xa1dc81f9,"Name"),&NodeNameChecksum);
if (NodeNameChecksum)
{
SetID(NodeNameChecksum);
}
uint32 AIScriptChecksum=0;
if ( pNodeData->GetChecksum(CRCD(0x2ca8a299,"TriggerScript"),&AIScriptChecksum) )
{
Script::CScriptStructure *pScriptParams=NULL;
pNodeData->GetStructure(CRCD(0x7031f10c,"Params"),&pScriptParams);
SwitchScript( AIScriptChecksum, pScriptParams );
}
//----------------------------------------
GetMotionComponent()->InitFromStructure( pNodeData );
GetSuspendComponent()->InitFromStructure( pNodeData );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
Gfx::CSkeleton* CMovingObject::GetSkeleton()
{
Obj::CSkeletonComponent* p_skeleton_component = GetSkeletonComponent();
if ( p_skeleton_component )
{
return p_skeleton_component->GetSkeleton();
}
return NULL;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
Nx::CModel* CMovingObject::GetModel()
{
Obj::CModelComponent* p_model_component = GetModelComponent();
if ( p_model_component )
{
return p_model_component->GetModel();
}
return NULL;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CMovingObject::LookAtObject_Init( Script::CStruct* pParams, Script::CScript* pScript )
{
uint32 typeChecksum;
if ( pParams->GetChecksum( 0x7321a8d6, &typeChecksum ) ) // "type"
{
int type;
switch ( typeChecksum )
{
case 0x88c21962: // car
type = SKATE_TYPE_CAR;
break;
case 0x61a741e: // ped
type = SKATE_TYPE_PED;
break;
case 0x5b8ab877: // skater
type = SKATE_TYPE_SKATER;
break;
case 0x3b5737a6: // gameobj
type = SKATE_TYPE_GAME_OBJ;
break;
default:
Dbg_MsgAssert( 0,( "\n%s\nUnknown type %s", pScript->GetScriptInfo( ), Script::FindChecksumName( typeChecksum ) ));
return false;
break;
}
CCompositeObject* pClosestObject = GetClosestObjectOfType( type );
if ( !pClosestObject )
{
Dbg_Message( "\n%s\nWarning: Looking at object that doesn't exist.", pScript->GetScriptInfo( ) );
return false;
}
return GetMotionComponent()->LookAt_Init( pParams, pClosestObject->m_pos );
}
// find a named object:
uint32 nameChecksum;
if ( pParams->GetChecksum( 0xa1dc81f9, &nameChecksum ) ) // "name"
{
CCompositeObject* pNext;
CCompositeObject* pObj;
Lst::Search< CObject > sh;
Dbg_MsgAssert(mp_manager,("NULL mp_Manager in MovingObject"));
pNext = (Obj::CCompositeObject*) sh.FirstItem( mp_manager->GetRefObjectList() );
while ( pNext )
{
Dbg_AssertType( pNext, CCompositeObject );
pObj = pNext;
pNext = (Obj::CCompositeObject*) sh.NextItem();
// find objects spawned from this node, return true if out of this radius...
if ( ( pObj != this ) && ( pObj->GetID() == nameChecksum ) )
{
return GetMotionComponent()->LookAt_Init( pParams, pObj->m_pos );
}
}
Dbg_Message( "\n%s\nWarning: Looking at object that doesn't exist.", pScript->GetScriptInfo( ) );
return false;
}
Dbg_Message( "\n%s\nWarning: No object specified for Obj_LookAtObject", pScript->GetScriptInfo( ) );
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CMovingObject::ObjectFromNodeWithinRange( int nodeIndex, int radiusSqr, SiteBox* pBox )
{
uint32 nodeNameChecksum = SkateScript::GetNodeNameChecksum(nodeIndex);
// TODO: Since there can only be one object from a node, then should be able to get it directly
bool retVal = false;
CMovingObject* pNext;
CMovingObject* pObj;
Lst::Search< CObject > sh;
// Dbg_MsgAssert(mp_manager,("NULL mp_Manager in MovingObject. Node Checksum = 0x%x (%s)",GetID(),Script::FindChecksumName(GetID())));
Dbg_MsgAssert(mp_manager,("NULL mp_Manager in MovingObject. Node Checksum = 0x%x (%s)",GetID(),Script::FindChecksumName(GetID())));
pNext = (Obj::CMovingObject *) sh.FirstItem( mp_manager->GetRefObjectList() );
while ( pNext )
{
Dbg_AssertType( pNext, CMovingObject );
pObj = (Obj::CMovingObject *) pNext;
pNext = (Obj::CMovingObject *) sh.NextItem();
if ( ( pObj->GetID() == nodeNameChecksum ) && ( pObj != this ) )
{
if ( pBox )
{
if ( ObjInSiteBox( pObj, pBox ) )
{
retVal = true;
}
}
else if ( Mth::DistanceSqr( pObj->m_pos, m_pos ) < radiusSqr )
{
retVal = true;
}
}
}
return ( retVal );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
float CMovingObject::GetSiteBoxMaxRadiusSquared( SiteBox* pBox )
{
float maxBoxDist;
if ( pBox->maxDistInitialized )
{
return ( pBox->maxDistSquared );
}
maxBoxDist = fabsf( pBox->dist );
if ( fabsf( pBox->height ) > maxBoxDist )
{
maxBoxDist = fabsf( pBox->height );
}
if ( fabsf( pBox->width ) > maxBoxDist )
{
maxBoxDist = fabsf( pBox->width );
}
float maxOffset;
Mth::Vector* pOffset;
pOffset = &pBox->bbox.centerOfGravity;
maxOffset = fabsf( pOffset->GetZ( ) );
if ( fabsf( pOffset->GetY( ) ) > maxOffset )
{
maxOffset = fabsf( pOffset->GetY( ) );
}
if ( fabsf( pOffset->GetX( ) ) > maxOffset )
{
maxOffset = fabsf( pOffset->GetX( ) );
}
pBox->maxDistSquared = maxOffset + maxBoxDist;
pBox->maxDistSquared *= pBox->maxDistSquared;
pBox->maxDistInitialized = true;
return ( pBox->maxDistSquared );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CMovingObject::InitializeSiteBox( SiteBox* pBox )
{
if ( pBox->initialized )
{
// already initialized!
return;
}
pBox->matrix = m_matrix;
if ( pBox->angle )
{
pBox->matrix = pBox->matrix.RotateYLocal( pBox->angle );
}
pBox->matrix.Invert( );
SBBox* pBBox = &pBox->bbox;
// start by setting min/max to half the dimentions:
pBBox->m_max.Set( pBox->width / 2.0f, pBox->height / 2.0f, pBox->dist );
pBBox->m_min = -pBBox->m_max;
pBBox->m_min[ Z ] = 0.0f;
// using the vector in pBox->bbox.centerOfGravity to store offset
// sent by the player! MISNOMER:
pBBox->m_max += pBBox->centerOfGravity;
pBBox->m_min += pBBox->centerOfGravity;
// gots ta move the site box up so that it comes from the object's
// center of gravity (as the object's position isn't usually the center
// of gravity):
/* if ( mp_model )
{
//Mth::Vector temp3;
//temp3 = m_pos + centerOfGravity;
//Gfx::AddDebugLine( m_pos, temp3 );
pBBox->m_max += m_bbox.centerOfGravity;
pBBox->m_min += m_bbox.centerOfGravity;
}*/
#ifndef __PLAT_NGC__
#ifdef __NOPT_ASSERT__
if ( pBox->debug )
{
pBBox->centerOfGravity.Set( ); // zero that out for the render...
Mth::Vector drawOffset;
// drawOffset.Set( 0, m_ground_offset, 0 );
drawOffset.Set( 0, 0, 0 );
if ( pBox->angle )
{
Mth::Vector angles;
angles.Set( 0, pBox->angle, 0 );
DrawBoundingBox( pBBox, &drawOffset, 10, &angles );
}
else
{
DrawBoundingBox( pBBox, &drawOffset, 10 );
}
}
#endif
#endif
// Phew... now we can quickly check objects by rotating their position
// into our world, and seeing if they're in the motherfuckin' box:
pBox->initialized = true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CMovingObject::ObjInSiteBox( CMovingObject* pObj, SiteBox* pBox )
{
// K: There was a bug whereby the initial distance check below was not taking
// into account the offset of the box.
// The offset is stored in centerOfGravity which may get zeroed in InitializeSiteBox,
// so store it here.
Mth::Vector off=pBox->bbox.centerOfGravity;
// initialize the site box and the BBox contained therein:
InitializeSiteBox( pBox );
// sorta trivial radius check and return...
float distSquared;
distSquared = Mth::DistanceSqr( pObj->m_pos+off, m_pos );
float boxRadiusSquared = GetSiteBoxMaxRadiusSquared( pBox );
if ( distSquared > boxRadiusSquared )
{
return false;
}
Mth::Vector objPos;
objPos = pObj->m_pos;
// center of the object...
objPos[ Y ] += ( pObj->m_bbox.m_max[ Y ] - pObj->m_bbox.m_min[ Y ] ) / 2.0f;
#ifndef __PLAT_NGC__
#ifdef __NOPT_ASSERT__
Mth::Vector preTransform = objPos;
#endif
#endif
objPos -= m_pos;
// now we have the head and toes at the right distance from us and from each other...
// rotate them into our world:
objPos = pBox->matrix.Transform( objPos );
#ifndef __PLAT_NGC__
#ifdef __NOPT_ASSERT__
if ( pBox->debug )
{
if ( Gfx::PointInsideBox( objPos, pBox->bbox.m_max, pBox->bbox.m_min ) )
{
Gfx::AddDebugLine( m_pos, preTransform, MAKE_RGB( 150, 50, 50 ), MAKE_RGB( 150, 50, 50 ), 10 );
return true;
}
else
{
Gfx::AddDebugLine( m_pos, preTransform, MAKE_RGB( 50, 50, 100 ), MAKE_RGB( 50, 50, 100 ), 10 );
return false;
}
}
#endif
#endif
return ( Gfx::PointInsideBox( objPos, pBox->bbox.m_max, pBox->bbox.m_min ) );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CMovingObject::FillInSiteBox(SiteBox* p_siteBox, Script::CStruct* pParams)
{
Dbg_MsgAssert(p_siteBox,("NULL p_siteBox"));
Dbg_MsgAssert(pParams,("NULL pParams"));
p_siteBox->initialized = false;
p_siteBox->angle = 0;
p_siteBox->maxDistInitialized = false;
// Misnomer: used for offsetting the site box...
// But we will want it to default to the center of gravity:
p_siteBox->bbox.centerOfGravity = m_bbox.centerOfGravity;
p_siteBox->height = p_siteBox->width = p_siteBox->dist = 0.0f;
Mth::Vector offset;
offset[W]=0.0f; //
if ( pParams->GetVector( 0xa6f5352f, &offset ) ) // offset
{
offset.FeetToInches( );
p_siteBox->bbox.centerOfGravity += offset;
}
if ( pParams->GetFloat( 0xff7ebaf6, &p_siteBox->angle ) ) // angle
{
p_siteBox->angle = DEGREES_TO_RADIANS( p_siteBox->angle );
}
if ( pParams->GetFloat( 0xab21af0, &p_siteBox->height ) ) // height
{
p_siteBox->height = FEET_TO_INCHES( p_siteBox->height );
}
if ( pParams->GetFloat( 0x7e832f08, &p_siteBox->dist ) ) // dist
{
p_siteBox->dist = FEET_TO_INCHES( p_siteBox->dist );
}
if ( pParams->GetFloat( 0x73e5bad0, &p_siteBox->width ) ) // width
{
p_siteBox->width = FEET_TO_INCHES( p_siteBox->width );
}
#ifdef __NOPT_ASSERT__
p_siteBox->debug = 0;
p_siteBox->debug = pParams->ContainsFlag( 0x935ab858 ); // debug
#endif
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CMovingObject::ObjectWithinRect( Script::CStruct* pParams, Script::CScript* pScript )
{
SiteBox siteBox;
FillInSiteBox(&siteBox,pParams);
return ( ObjectWithinRange( pParams, pScript, &siteBox ) );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CMovingObject::SkaterInRange( SiteBox* pBox, float radiusSqr )
{
int numSkaters = Mdl::Skate::Instance()->GetNumSkaters( );
for ( int i = 0; i < numSkaters; i++ )
{
CMovingObject* pObj = Mdl::Skate::Instance()->GetSkater( i );
if ( pObj != this )
{
if ( pBox )
{
if ( ObjInSiteBox( pObj, pBox ) )
{
return true;
}
}
else if ( Mth::DistanceSqr( pObj->m_pos, m_pos ) < radiusSqr )
{
return true;
}
}
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CMovingObject::ObjTypeInRange( Script::CStruct* pParams, Script::CScript* pScript, float radiusSqr, SiteBox* pBox, uint32 typeChecksum )
{
int type;
Search objSearch;
CMovingObject* pObj;
switch ( typeChecksum )
{
case 0x88c21962: // car
type = SKATE_TYPE_CAR;
break;
case 0x61a741e: // ped
type = SKATE_TYPE_PED;
break;
case 0x5b8ab877: // skater
return ( SkaterInRange( pBox, radiusSqr ) );
break;
case 0x3b5737a6: // gameobj
type = SKATE_TYPE_GAME_OBJ;
break;
default:
Dbg_MsgAssert( "\n%s\nUnknown type %s",((char *)( pScript->GetScriptInfo( ), Script::FindChecksumName( typeChecksum ) )));
return false;
break;
}
Dbg_MsgAssert(mp_manager,("NULL mp_Manager in MovingObject"));
pObj = (Obj::CMovingObject *) objSearch.FindFirstObjectOfType( mp_manager->GetRefObjectList(), type );
while ( pObj )
{
if ( pObj != this )
{
if ( pBox )
{
if ( ObjInSiteBox( pObj, pBox ) )
{
return true;
}
}
else if ( Mth::DistanceSqr( pObj->m_pos, m_pos ) < radiusSqr )
{
return true;
}
}
pObj = (Obj::CMovingObject *) objSearch.FindNextObjectOfType( );
}
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CMovingObject::ObjectWithinRange( Script::CStruct* pParams, Script::CScript* pScript, SiteBox* pBox )
{
float radiusSqr = 0.0f;
if ( !pBox )
{
if( !( pParams->GetFloat( 0xc48391a5, &radiusSqr ) ) )//"radius"
{
Dbg_MsgAssert( 0,( "\n%s\nNo radius specified in Obj_*InRadius.", pScript->GetScriptInfo( ) ));
return false;
}
radiusSqr = FEET_TO_INCHES( radiusSqr );
radiusSqr *= radiusSqr;
}
Script::CArray* pArray=NULL;
uint32 typeChecksum;
if ( pParams->GetChecksum( 0x7321a8d6, &typeChecksum ) ) // "type"
{
return ( ObjTypeInRange( pParams, pScript, radiusSqr, pBox, typeChecksum ) );
}
else if ( pParams->GetArray( 0x7321a8d6, &pArray, Script::ASSERT ) ) // "type"
{
Dbg_MsgAssert( pArray->GetType( ) == ESYMBOLTYPE_NAME,( "\n%s\nObjectWithinRange: Array must be of names",pScript->GetScriptInfo()));
uint32 i;
for ( i = 0; i < pArray->GetSize( ); ++i )
{
if ( ObjTypeInRange( pParams, pScript, radiusSqr, pBox, pArray->GetChecksum( i ) ) )
{
return true;
}
}
return false;
}
// find a named object:
uint32 nameChecksum;
if ( pParams->GetChecksum( 0xa1dc81f9, &nameChecksum ) ) // "name"
{
int nodeNum = SkateScript::FindNamedNode( nameChecksum );
return ( ObjectFromNodeWithinRange( nodeNum, radiusSqr, pBox ) );
}
const char* pPrefix;
if ( pParams->GetText( 0x6c4e7971, &pPrefix ) ) // checksum 'prefix'
{
// Create with a prefix specified:
uint16 numNodes = 0;
const uint16* pMatchingNodes = SkateScript::GetPrefixedNodes( pPrefix, &numNodes );
int i;
for ( i = 0; i < numNodes; i++ )
{
if ( ObjectFromNodeWithinRange( pMatchingNodes[ i ], radiusSqr, pBox ) )
{
//printf("Oof old\n");
return true;
}
}
return false;
}
// Dbg_Message( "\n%s\nWarning: Unprocessed radius ( or site box ) check... unrecognized syntax. needs 'type', 'name' or 'prefix'", pScript->GetScriptInfo( ) );
return false;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
bool CMovingObject::CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript )
{
switch (Checksum)
{
// @script | Obj_LookAtObject |
// Returns true if the object will rotate itself to point in the required direction. Ie, if
// the object is already pointing the right way, the command will return false.
// @parmopt name | lockAxis | | can lock any two axes (LOCK_X, LOCK_Y, LOCK_Z)
// @parmopt float | time | vel/acceleration | in seconds
// @parmopt float | speed | 360 | angular velocity in degrees per second
// @parmopt float | acceleration | 0 | angular acceleration in degrees per second
// per second
// @parmopt name | name | | name of object
// @parmopt name | type | | type of object to look at - will look at closest if
// there are several in the world
case 0x33e04032: // Obj_LookAtObject
return LookAtObject_Init( pParams, pScript );
break;
case 0x37185d8a: // Obj_AngleToNearestSkaterGreaterThan
{
int type = SKATE_TYPE_SKATER;
Obj::CCompositeObject* pClosestObject = GetClosestObjectOfType( type );
if ( !pClosestObject )
{
Dbg_Message( "\n%s\nWarning: Checking angle to skater that doesn't exist.", pScript->GetScriptInfo() );
return false;
break;
}
float threshold;
pParams->GetFloat( NONAME, &threshold, Script::ASSERT );
Dbg_MsgAssert( threshold >= 0, ( "Negative angle passed to Obj_AngleToNearestSkaterGreaterThan" ) );
threshold = DEGREES_TO_RADIANS( threshold );
Mth::Vector pathHeading = pClosestObject->m_pos - m_pos;
float test = Mth::GetAngle( m_matrix, pathHeading, 2, 1 );
if ( fabs( test ) > threshold )
{
return true;
break;
}
return false;
break;
}
// @script | Obj_ObjectInRadius |
// @parmopt name | name | | use one of: name, prefix, or type
// @parmopt name | prefix | | use one of: name, prefix, or type
// @parmopt name | type | | use one of: name, prefix, or type
// (type values are skater, ped, car)
// @parm float | radius | radius in feet
case 0x67660fe5: // Obj_ObjectInRadius
return ( ObjectWithinRange( pParams, pScript ) );
break;
// @script | Obj_ObjectInRect |
// @parmopt float | angle | 0 | in degrees - default is
// along the direction the object is facing
// @parmopt float | height | (height of object) |
// @parmopt float | distance | (length of object) | in feet -
// offset by half of the object in the direction determined by the angle
// @parmopt float | width | (width of object) | in feet
// @parmopt vector | offset | | in feet - the rectangle by default will be located
// sticking out of the XZ plane (or XY plane in Max coords ),
// rotated by number of degrees in angle parameter
// @flag debug | just a parameter to turn on debugging info,
// to quickly set up rectangles on an object.
// @parmopt name | name | | use one of: name, prefix, or type
// @parmopt name | prefix | | use one of: name, prefix, or type
// @parmopt name | type | | use one of: name, prefix, or type
// (type values are skater, ped, car)
case 0x6520b902: // Obj_ObjectInRect
{
return ( ObjectWithinRect( pParams, pScript ) );
break;
}
// @script | Obj_ObjectNotInRect |
// @parmopt float | angle | 0 | in degrees - default is
// along the direction the object is facing
// @parmopt float | height | (height of object) |
// @parmopt float | distance | (length of object) | in feet -
// offset by half of the object in the direction determined by the angle
// @parmopt float | width | (width of object) | in feet
// @parmopt vector | offset | | in feet - the rectangle by default will be located
// sticking out of the XZ plane (or XY plane in Max coords ),
// rotated by number of degrees in angle parameter
// @flag debug | just a parameter to turn on debugging info,
// to quickly set up rectangles on an object.
// @parmopt name | name | | use one of: name, prefix, or type
// @parmopt name | prefix | | use one of: name, prefix, or type
// @parmopt name | type | | use one of: name, prefix, or type
// (type values are skater, ped, car)
case 0x3b6b66c3: // Obj_ObjectNotInRect
return ( !ObjectWithinRect( pParams, pScript ) );
break;
// @script | Obj_SetBodyShape | Sets the body shape for this object
// @parm structure | body_shape | a list of per-bone scales (see scaling.q for format)
case 0x802a7600: // Obj_SetBodyShape
{
Script::CStruct* pBodyShapeStructure;
pParams->GetStructure( CRCD(0x812684ef,"body_shape"), &pBodyShapeStructure, true );
if ( GetModel() )
{
Gfx::CSkeleton* pSkeleton = GetSkeleton();
Dbg_Assert( pSkeleton );
pSkeleton->ApplyBoneScale( pBodyShapeStructure );
Mth::Vector theScale( 1.0f, 1.0f, 1.0f );
if ( Gfx::GetScaleFromParams( &theScale, pBodyShapeStructure ) )
{
GetModel()->SetScale( theScale );
}
}
}
break;
default:
return ( CCompositeObject::CallMemberFunction( Checksum, pParams, pScript ) );
break;
}
return true;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CCompositeObject* CMovingObject::GetClosestObjectOfType( int type )
{
Search objSearch;
CCompositeObject *pObj;
pObj = (CCompositeObject *) objSearch.FindFirstObjectOfType( mp_manager->GetRefObjectList(), type );
if ( pObj == this )
{
if ( !( pObj = (CCompositeObject*) objSearch.FindNextObjectOfType( ) ) )
{
return ( NULL );
}
}
if ( !( pObj ) )
{
return ( NULL );
}
float closestDist = FEET_TO_INCHES( 666.0f * 666.0f );
float dist;
CCompositeObject* pClosestObj = pObj;
while ( pObj )
{
dist = Mth::Distance( pObj->m_pos, m_pos );
if ( ( pObj != this ) && ( dist < closestDist ) )
{
closestDist = dist;
pClosestObj = pObj;
}
pObj = (CCompositeObject*) objSearch.FindNextObjectOfType( );
}
return ( pClosestObj );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
} // namespace Obj