//**************************************************************************** //* MODULE: Gel/Components //* FILENAME: CollideAndDieComponent.cpp //* OWNER: SPG //* CREATION DATE: 7/10/03 //**************************************************************************** // The CEmptyComponent class is an skeletal version of a component // It is intended that you use this as the basis for creating new // components. // To create a new component called "Watch", (CWatchComponent): // - copy emptycomponent.cpp/.h to watchcomponent.cpp/.h // - in both files, search and replace "Empty" with "Watch", preserving the case // - in WatchComponent.h, update the CRCD value of CRC_WATCH // - in CompositeObjectManager.cpp, in the CCompositeObjectManager constructor, add: // RegisterComponent(CRC_WATCH, CWatchComponent::s_create); // - and add the include of the header // #include // - Add it to build\gel.mkf, like: // $(NGEL)/components/WatchComponent.cpp\ // - Fill in the OWNER (yourself) and the CREATION DATE (today's date) in the .cpp and the .h files // - Insert code as needed and remove generic comments // - remove these comments // - add comments specfic to the component, explaining its usage #include #include #include #include #include #include #include #include #include #define vFIREBALL_LIFETIME Tmr::Seconds( 10 ) namespace Obj { /******************************************************************/ /* */ /* */ /******************************************************************/ // s_create is what is registered with the component factory // object, (currently the CCompositeObjectManager) // s_create returns a CBaseComponent*, as it is to be used // by factor creation schemes that do not care what type of // component is being created // ** after you've finished creating this component, be sure to // ** add it to the list of registered functions in the // ** CCompositeObjectManager constructor CBaseComponent* CCollideAndDieComponent::s_create() { return static_cast< CBaseComponent* >( new CCollideAndDieComponent ); } /******************************************************************/ /* */ /* */ /******************************************************************/ // All components set their type, which is a unique 32-bit number // (the CRC of their name), which is used to identify the component CCollideAndDieComponent::CCollideAndDieComponent() : CBaseComponent() { SetType( CRC_COLLIDEANDDIE ); m_radius = 0.0f; m_scale = 0; m_birth_time = Tmr::GetTime(); m_death_script = 0; m_dying = false; m_first_frame = true; } /******************************************************************/ /* */ /* */ /******************************************************************/ CCollideAndDieComponent::~CCollideAndDieComponent() { } /******************************************************************/ /* */ /* */ /******************************************************************/ void CCollideAndDieComponent::SetCollisionRadius( float radius ) { m_radius = radius; } /******************************************************************/ /* */ /* */ /******************************************************************/ // InitFromStructure is passed a Script::CStruct that contains a // number of parameters to initialize this component // this currently is the contents of a node // but you can pass in anything you like. void CCollideAndDieComponent::InitFromStructure( Script::CStruct* pParams ) { pParams->GetFloat(CRCD(0xc48391a5,"radius"), &m_radius, Script::ASSERT); pParams->GetFloat(CRCD(0x13b9da7b,"scale"), &m_scale, Script::ASSERT); pParams->GetChecksum(CRCD(0x6647adc3,"death_script"), &m_death_script, Script::ASSERT); m_vel.Set( 0, 0, 1 ); pParams->GetVector(CRCD(0xc4c809e, "vel"), &m_vel, Script::ASSERT); m_vel.Normalize(); } /******************************************************************/ /* */ /* */ /******************************************************************/ // RefreshFromStructure is passed a Script::CStruct that contains a // number of parameters to initialize this component // this currently is the contents of a node // but you can pass in anything you like. void CCollideAndDieComponent::RefreshFromStructure( Script::CStruct* pParams ) { // Default to just calline InitFromStructure() // but if that does not handle it, then will need to write a specific // function here. // The user might only want to update a single field in the structure // and we don't want to be asserting becasue everything is missing //InitFromStructure(pParams); } /******************************************************************/ /* */ /* */ /******************************************************************/ void CCollideAndDieComponent::Finalize() { mp_suspend_component = GetSuspendComponentFromObject( GetObject() ); } /******************************************************************/ /* */ /* */ /******************************************************************/ void CCollideAndDieComponent::Hide( bool should_hide ) { } /******************************************************************/ /* */ /* */ /******************************************************************/ // The component's Update() function is called from the CCompositeObject's // Update() function. That is called every game frame by the CCompositeObjectManager // from the s_logic_code function that the CCompositeObjectManager registers // with the task manger. void CCollideAndDieComponent::Update() { GameNet::Manager* gamenet_man = GameNet::Manager::Instance(); if (gamenet_man->InNetGame() || !mp_suspend_component->SkipLogic()) { if(( Tmr::GetTime() - m_birth_time ) > vFIREBALL_LIFETIME ) { GetObject()->MarkAsDead(); } else { if( m_dying ) { if( Tmr::GetTime() > m_death_time ) { GetObject()->MarkAsDead(); } } else { Mth::Vector vel, start, end; CFeeler feeler; vel = GetObject()->GetVel(); vel.Normalize(); if( m_first_frame ) { start = GetObject()->GetPos(); } else { start = m_last_pos; } start[Y] += FEET( 2 ); end = GetObject()->GetPos(); end[Y] += FEET( 2 ); end += ( vel * m_radius ); feeler.SetStart( start ); feeler.SetEnd( end ); if( feeler.GetCollision()) { if( m_dying == false ) { CProjectileCollisionComponent* proj_comp; proj_comp = GetProjectileCollisionComponentFromObject( GetObject()); if( proj_comp ) { proj_comp->MarkAsDying(); } m_dying = true; m_death_time = Tmr::GetTime() + Tmr::Seconds( 1 ); if( m_death_script != 0 ) { Script::CStruct* params; Mth::Vector pos; pos = feeler.GetPoint(); params = new Script::CStruct; params->AddVector( CRCD(0x7f261953,"pos"), pos ); params->AddVector( CRCD(0xc4c809e,"vel"), m_vel ); params->AddFloat( CRCD(0x13b9da7b,"scale"), m_scale ); Script::RunScript( m_death_script, params ); delete params; } } } } } m_last_pos = GetObject()->GetPos(); m_first_frame = false; } } /******************************************************************/ /* */ /* */ /******************************************************************/ // Given the "Checksum" of a script command, then possibly handle it // if it's a command that this component will handle CBaseComponent::EMemberFunctionResult CCollideAndDieComponent::CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript ) { switch ( Checksum ) { default: return CBaseComponent::MF_NOT_EXECUTED; } // the "default" case of the switch statement handles // unrecognized functions; if we make it down here, // that means that the component already handled it // somehow return CBaseComponent::MF_TRUE; } /******************************************************************/ /* */ /* */ /******************************************************************/ void CCollideAndDieComponent::GetDebugInfo(Script::CStruct *p_info) { Dbg_MsgAssert(p_info,("NULL p_info sent to CCollideAndDieComponent::GetDebugInfo")); // Add any script components to the p_info structure, // and they will be displayed in the script debugger (qdebug.exe) // you will need to add the names to debugger_names.q, if they are not existing checksums // we call the base component's GetDebugInfo, so we can add info from the common base component CBaseComponent::GetDebugInfo(p_info); } /******************************************************************/ /* */ /* */ /******************************************************************/ }