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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/>.
- */
- #include "scripts.h"
- #include <string.h>
- #include "toolkit.h"
- #define GTH_DEBUG 0
- #if (GTH_DEBUG)
- #define GTH_DEBUG_INT( x , format ) Commands->Display_Int( x, format )
- #define GTH_DEBUG_FLOAT( x , format ) Commands->Display_Float( x, format )
- #else
- #define GTH_DEBUG_INT( x , format )
- #define GTH_DEBUG_FLOAT( x , format )
- #endif
- /*
- ** GTH_Drop_Object_On_Death (verified)
- ** This script will create an object at the position of the object when it dies.
- **
- ** Params:
- ** Drop_Object - name of the preset to create an instance of
- ** Drop_Height - float meters to add to the Z coord of the original object when creating the drop obj
- ** Probability - int between 1 and 100, chance that the object will be created
- */
- DECLARE_SCRIPT(GTH_Drop_Object_On_Death, "Drop_Object=:string,Drop_Height=0.25:float,Probability=100:int")
- {
- void Killed( GameObject * obj, GameObject * killer )
- {
- const char * obj_name = Get_Parameter("Drop_Object");
-
- bool doit = false;
- float probability = Get_Int_Parameter("Probability");
-
- if (probability >= 100) {
- doit = true;
- } else {
- int random = Commands->Get_Random_Int(0,100);
- doit = random < probability;
- }
- if ((obj_name != NULL) && (doit)) {
- Vector3 spawn_location = Commands->Get_Position ( obj );
- spawn_location.Z = spawn_location.Z + Get_Float_Parameter("Drop_Height");
- Commands->Create_Object ( obj_name, spawn_location );
- }
- }
- };
- /*
- ** GTH_Drop_Object_On_Death_Zone (verified)
- ** This script is just like the other drop object on death except that it must also
- ** be activated by a custom message from another script. Use the GTH_Zone_Send_Custom
- ** to enable and disable this script.
- **
- ** Params:
- ** Custom_Message - message id that turns this script on or off, use message ID's greater than 10000!
- ** Drop_Object - name of the preset to create an instance of
- ** Drop_Height - float meters to add to the Z coord of the original object when creating the drop obj
- ** Probability - int between 1 and 100, chance that the object will be created
- */
- DECLARE_SCRIPT(GTH_Drop_Object_On_Death_Zone, "Custom_Message=20000:int,Drop_Object=:string,Drop_Height=0.25:float,Probability=100:int")
- {
- bool enabled;
-
- REGISTER_VARIABLES()
- {
- SAVE_VARIABLE(enabled, 1);
- }
- void Created( GameObject * obj )
- {
- enabled = false;
- }
- void Custom(GameObject * obj, int type, int param, GameObject * sender)
- {
- if (type == Get_Int_Parameter("Custom_Message")) {
- enabled = (param==1);
- GTH_DEBUG_INT(enabled,"GTH_Drop_Object_On_Death_Zone custom message: enable = %d\n");
- }
- }
- void Killed( GameObject * obj, GameObject * killer )
- {
- GTH_DEBUG_INT(0,"GTH_Drop_Object_On_Death_Zone Killed callback\n");
- if (!enabled) {
- GTH_DEBUG_INT(0,"not in zone\n");
- return;
- }
-
- const char * obj_name = Get_Parameter("Drop_Object");
-
- bool doit = false;
- float probability = Get_Int_Parameter("Probability");
-
- if (probability >= 100) {
- doit = true;
- } else {
- int random = Commands->Get_Random_Int(0,100);
- doit = random < probability;
- }
- if ((obj_name != NULL) && (doit)) {
- Vector3 spawn_location = Commands->Get_Position ( obj );
- spawn_location.Z = spawn_location.Z + Get_Float_Parameter("Drop_Height");
- GTH_DEBUG_INT(0,"Creating object ");
- GTH_DEBUG_INT(0,obj_name);
- GTH_DEBUG_FLOAT(spawn_location.X," x=%f, ");
- GTH_DEBUG_FLOAT(spawn_location.Y," y=%f, ");
- GTH_DEBUG_FLOAT(spawn_location.Z," z=%f, ");
-
- Commands->Create_Object ( obj_name, spawn_location );
- }
- }
- };
- /*
- ** GTH_Zone_Send_Custom (verified)
- ** This script lets you send a custom message to an object on enter and exit of a zone. To talk
- ** to the "drop in death zone" script, send the same custom message with 1 for Enter_Param and
- ** 0 for Exit_Param...
- **
- ** Params:
- ** Enter_Message = message id to send when an object enters this zone
- ** Enter_Param = message parameter to send when an object enters
- ** Exit_Message = message id to send when an object exits
- ** Exit_Param = message id to send when and object exits
- */
- DECLARE_SCRIPT(GTH_Zone_Send_Custom, "Enter_Message=20000:int,Enter_Param=1:int,Exit_Message=20000:int,Exit_Param=0:int")
- {
- void Entered( GameObject * obj, GameObject * enterer )
- {
- int message = Get_Int_Parameter("Enter_Message");
- GTH_DEBUG_INT(message,"GTH_Zone_Send_Custom sending enter message %d\n");
- if (message != 0) {
- Commands->Send_Custom_Event(obj,enterer,message,Get_Int_Parameter("Enter_Param"));
- }
- }
- void Exited( GameObject * obj, GameObject * exiter )
- {
- int message = Get_Int_Parameter("Exit_Message");
- GTH_DEBUG_INT(message,"GTH_Zone_Send_Custom sending exit message %d\n");
- if (message != 0) {
- Commands->Send_Custom_Event(obj,exiter,message,Get_Int_Parameter("Exit_Param"));
- }
- }
- };
- /*
- ** GTH_Create_Object_On_Enter (verified)
- ** This script will create an object when a script zone is entered by a game object. Use it
- ** to fire off cinematics for example...
- **
- ** Params:
- ** Create_Object - name of the preset to create an instance of
- ** Position - world space position to create the object at
- ** Min_Delay - amount of time to wait before re-enabling the script once it has fired
- ** Max_Creations - maximum number of times the script should create an object
- ** Probability - integer between 1 and 100, chance on any given "Enter" that the object will be created
- ** Player_Type - type of player that can trigger integer, 0 = Nod, 1 = GDI, 2 = any
- */
- DECLARE_SCRIPT(GTH_Create_Object_On_Enter, "Create_Object=:string,Position:vector3,Min_Delay=10:int,Max_Creations=1:int,Probability=100:int,Player_Type=2:int")
- {
- bool script_enabled;
- int trigger_count;
-
- enum { TIMER_ID_REENABLE = 0 };
- public:
- GTH_Create_Object_On_Enter(void) :
- script_enabled(true),
- trigger_count(0)
- {
- }
- protected:
- REGISTER_VARIABLES()
- {
- SAVE_VARIABLE(script_enabled, 1);
- SAVE_VARIABLE(trigger_count, 2);
- }
-
- void Entered( GameObject * obj, GameObject * enterer )
- {
- if (script_enabled == false) {
- return;
- }
- // Check player type, if it doesn't match, just return
- int our_player_type = Get_Int_Parameter("Player_Type");
- if (our_player_type != 2) {
- int enter_player_type = Commands->Get_Player_Type(enterer);
- if (enter_player_type != our_player_type) {
- return;
- }
- }
- // Check probability, if the check fails, just return
- float probability = Get_Int_Parameter("Probability");
- if (probability < 100) {
- int random = Commands->Get_Random_Int(0,100);
- if (random > probability) {
- return;
- }
- }
-
- GTH_DEBUG_INT( 0, "Enter callback in GTH_Create_Object_On_Enter" );
- // Inc our trigger count, if we're allowed to fire again, set a timer to re-enable the script
- trigger_count++;
- script_enabled = false;
- if (trigger_count < Get_Int_Parameter("Max_Creations")) {
- Commands->Start_Timer(obj, this, Get_Float_Parameter("Min_Delay"), TIMER_ID_REENABLE);
- }
- // Ok, create the object
- const char * obj_name = Get_Parameter("Create_Object");
- Vector3 obj_pos = Get_Vector3_Parameter("Position");
-
- if (obj_name != NULL) {
- GTH_DEBUG_INT( 0, obj_name );
- GTH_DEBUG_INT( obj_pos.X, " x: %f, " );
- GTH_DEBUG_INT( obj_pos.Y, "y: %f, " );
- GTH_DEBUG_INT( obj_pos.Z, "z: %f\n" );
- Commands->Create_Object ( obj_name, obj_pos );
- }
- }
- void Timer_Expired( GameObject * obj, int timer_id )
- {
- if (timer_id == TIMER_ID_REENABLE) {
- script_enabled = true;
- }
- }
- };
- #if 0
- /*
- ** GTH_Speed_Controlled_Anim
- ** NOTE: THIS PROBABLY WON'T WORK IN A NET GAME ANYWAY.... DELETE ME
- ** Stop_Speed - float, maximum speed where the object is considered "stopped"
- ** Stop_Anim - name of the anim to play when the unit is "stopped"
- ** Walk_Speed - float, max speed where the object is considered "walking"
- ** Walk_Anim - name of the anim to play when the unit is "walking"
- ** Run_Anim - name of anim to play when the unit is moving faster than "walking"
- ** Update_Delay - delay between re-evaluating the state of the object (0.1 = 10 times a second)
- */
- DECLARE_SCRIPT(GTH_Speed_Controlled_Anim,"Stop_Speed=0.1:float,StopAnim=none:string,Walk_Speed=5.0:float,Walk_Anim=none:string,Run_Anim=none:string,Update_Rate=0.1:float")
- {
- enum { STOPPED = 0, WALKING, RUNNING };
- enum { TIMER_ID_TICK = 0xbeef };
- int cur_state;
- Vector3 last_pos;
- REGISTER_VARIABLES()
- {
- SAVE_VARIABLE(cur_state, 1);
- SAVE_VARIABLE(last_pos, 2);
- }
- void Created( GameObject * obj )
- {
- // initialize the state
- cur_state = -1;
- last_pos = Commands->Get_Position( obj );
- update_state(obj,eval_speed(obj));
-
- // start up our update timer
- Commands->Start_Timer(obj, this, Get_Float_Parameter("Update_Rate"), TIMER_ID_TICK);
- }
-
- void ( * Set_Animation )( GameObject * obj, const char * anim_name, bool looping, const char * sub_obj_name = NULL, float start_frame = 0.0F, float end_frame = -1.0F, bool is_blended = false );
- void Timer_Expired( GameObject * obj, int timer_id )
- {
- if (timer_id == TIMER_ID_TICK) {
- update_state(obj,eval_speed(obj));
- Commands->Start_Timer(obj, this, get_update_rate(), TIMER_ID_TICK);
- }
- }
- float get_update_rate( void )
- {
- float update_rate = Get_Float_Parameter("Update_Rate");
- if (update_rate <= 0.01f) {
- update_rate = 0.01f;
- }
- return update_rate;
- }
- int eval_speed( GameObject * obj )
- {
- // This function evaluates the object's current speed and returns the state
- Vector3 cur_pos = Commands->Get_Position(obj);
- Vector3 vel = (cur_pos - last_pos) / get_update_rate();
- last_pos = cur_pos;
- float speed = vel.Length();
- if (speed <= Get_Float_Parameter("Stop_Speed")) {
- return STOPPED;
- }
- if (speed <= Get_Float_Parameter("Walk_Speed")) {
- return WALKING;
- }
- return RUNNING;
- }
-
- void update_state( GameObject * obj, int new_state )
- {
- // This function plugs in the animation depending on the current state
- if (new_state != cur_state) {
- cur_state = new_state;
- const char * anim = NULL;
- switch( cur_state )
- {
- case STOPPED:
- {
- anim = Get_Parameter("Stop_Anim");
- }
- break;
- case WALKING:
- {
- anim = Get_Parameter("Walk_Anim");
- }
- break;
- case RUNNING:
- {
- anim = Get_Parameter("Run_Anim");
- }
- break;
- };
- if (anim != NULL) {
- Commands->Set_Animation( obj, anim, true );
- }
- }
- }
- };
- #endif
- /*
- ** GTH_On_Enter_Mission_Complete (verified)
- ** When you enter a zone with this script on it, the mission is complete. NOTE, this only
- ** works in single player levels
- **
- ** Parameters:
- ** Success - 0 = mission failed, 1 = missuion succeeded
- ** Player_Type - type of player allowed to trigger, 0=nod, 1=gdi, 2=any
- */
- DECLARE_SCRIPT(GTH_On_Enter_Mission_Complete, "Success=1:int, Player_Type=2:int" )
- {
- void Entered( GameObject * obj, GameObject * enterer )
- {
- GTH_DEBUG_INT(0,"GTH_On_Enter_Mission_Complete::Entered\n");
- // check the player type
- int our_player_type = Get_Int_Parameter("Player_Type");
- GTH_DEBUG_INT(our_player_type,"Script desired player type: %d\n");
- if (our_player_type != 2) {
-
- int enter_player_type = Commands->Get_Player_Type(enterer);
- GTH_DEBUG_INT(enter_player_type,"Enterer player type: %d\n");
- if (enter_player_type != our_player_type) {
- return;
- }
- }
-
- // if we get here, complete the mission
- int success = Get_Int_Parameter("Success");
- GTH_DEBUG_INT(success,"Calling Mission_Complete(%d)\n");
-
- if (success == 0) {
- Commands->Mission_Complete(false);
- } else {
- Commands->Mission_Complete(true);
- }
- }
- };
- /*
- ** GTH_On_Death_Mission_Complete (verified)
- ** When you kill something this script on it, the mission is complete. NOTE this
- ** only works in single-player levels.
- **
- ** Parameters:
- ** Success - 0 = mission failed, 1 = missuion succeeded
- ** Player_Type - type of player allowed to trigger, 0=nod, 1=gdi, 2=any
- */
- DECLARE_SCRIPT(GTH_On_Killed_Mission_Complete, "Success=1:int, Player_Type=2:int" )
- {
- void Killed( GameObject * obj, GameObject * killer )
- {
- GTH_DEBUG_INT(0,"GTH_On_Killed_Mission_Complete::Killed\n");
-
- // check the player type
- int our_player_type = Get_Int_Parameter("Player_Type");
- GTH_DEBUG_INT(our_player_type,"Script desired player type: %d\n");
- if (our_player_type != 2) {
- int enter_player_type = Commands->Get_Player_Type(killer);
- GTH_DEBUG_INT(enter_player_type,"Enterer player type: %d\n");
- if (enter_player_type != our_player_type) {
- return;
- }
- }
-
- // if we get here, complete the mission
- int success = Get_Int_Parameter("Success");
- GTH_DEBUG_INT(success,"Calling Mission_Complete(%d)\n");
- if (success == 0) {
- Commands->Mission_Complete(false);
- } else {
- Commands->Mission_Complete(true);
- }
- }
- };
- /*
- ** GTH_Create_Objective
- ** Adds an objective to the mission when the specified action (create, enter, poke, or kill)
- ** happens to the object with this script on it.
- **
- ** params:
- ** Creation_Type - 0=Create, 1=Entered, 2=Poked, 3=Killed
- ** Objective_ID - id of the objective, match this with the "GTH_Objective_Complete" script
- ** Objective_Type - 0=PRIMARY, 1=SECONDARY
- ** Short_Desc_ID - string id for short description
- ** Long_Desc_ID - string id for long description
- ** Priority - priority of this objective
- ** Position - 3d position of the objective
- ** Pog_Texture - tga file for the objective pog
- ** Pog_Text_ID - string id for the pog text (usually something like IDS_POG_DESTROY)
- **
- */
- DECLARE_SCRIPT(GTH_Create_Objective,"Creation_Type=0:int,Objective_ID=0:int,Objective_Type=0:int,Short_Desc_ID=0:int,Long_Desc_ID=0:int,Priority=90:float,Position:vector3,Pog_Texture:string")
- {
- bool already_triggered;
- REGISTER_VARIABLES()
- {
- SAVE_VARIABLE(already_triggered, 1);
- }
- void Created( GameObject * obj ) { if (Get_Int_Parameter("Creation_Type") == 0) create_objective(); }
- void Entered( GameObject * obj, GameObject * enterer ) { if (Get_Int_Parameter("Creation_Type") == 1) create_objective(); }
- void Poked( GameObject * obj, GameObject * poker ) { if (Get_Int_Parameter("Creation_Type") == 2) create_objective(); }
- void Killed( GameObject * obj, GameObject * killer ) { if (Get_Int_Parameter("Creation_Type") == 3) create_objective(); }
- void create_objective(void)
- {
- if (already_triggered) {
- return;
- }
- // create the objective
- int id = Get_Int_Parameter("Objective_ID");
- int type;
- if (Get_Int_Parameter("Objective_Type") == 0) {
- type = OBJECTIVE_TYPE_PRIMARY;
- } else {
- type = OBJECTIVE_TYPE_SECONDARY;
- }
- int short_desc_id = Get_Int_Parameter("Short_Desc_ID");
- int long_desc_id = Get_Int_Parameter("Long_Desc_ID");
- Commands->Add_Objective(id,type,OBJECTIVE_STATUS_PENDING,short_desc_id, NULL, long_desc_id );
- // set up the radar blip
- Vector3 objective_pos = Get_Vector3_Parameter("Position");
- Commands->Set_Objective_Radar_Blip(id, objective_pos);
- // set up the hud stuff
- const char * pog = Get_Parameter("Pog_Texture");
- float priority = Get_Float_Parameter("Priority");
- int pog_text_id = Get_Int_Parameter("Pog_Text_ID");
-
- Commands->Set_Objective_HUD_Info_Position(id, priority, pog, pog_text_id, objective_pos);
- }
- };
- /*
- ** GTH_Objective_Complete
- ** Ends an objective with either success or failure. All of the following things
- ** cause the objective to complete: "Entered", "Killed", or "Poked"
- **
- ** param
- ** Objective_ID - id of the objective
- ** Success - 0 or 1, success or failure
- ** Player_Type - player type allowed to trigger this. 0=nod, 1=gdi, 2=any
- */
- DECLARE_SCRIPT(GTH_Objective_Complete_Enter_Kill_Poke, "Objective_ID=0:int, Success=1:int, Player_Type=2:int" )
- {
- bool already_triggered;
- REGISTER_VARIABLES()
- {
- SAVE_VARIABLE(already_triggered, 1);
- }
-
- void Created( GameObject * obj ) { already_triggered = false; }
- void Poked( GameObject * obj, GameObject * poker ) { trigger(poker); }
- void Killed( GameObject * obj, GameObject * killer ) { trigger(killer); }
- void Entered( GameObject * obj, GameObject * enterer ) { trigger(enterer); }
-
- void trigger(GameObject * obj)
- {
- // check if we've already triggered
- if (already_triggered) {
- return;
- }
- // check the player type
- int our_player_type = Get_Int_Parameter("Player_Type");
- if (our_player_type != 2) {
- int other_player_type = Commands->Get_Player_Type(obj);
- if (other_player_type != our_player_type) {
- return;
- }
- }
-
- // if we get here, complete the mission
- int success = Get_Int_Parameter("Success");
- int id = Get_Int_Parameter("Objective_ID");
- if (success == 0) {
- Commands->Set_Objective_Status(id, 0);
- } else {
- Commands->Set_Objective_Status(id, 1);
- }
- already_triggered = true;
- }
- };
- /*
- ** GTH_User_Controllable_Base_Defense (verified)
- ** Just like M00_Base_Defense except that if a player enters, he can control the object
- **
- ** params:
- ** MinAttackDistance - min range for auto attack
- ** MaxAttackDistance - max range for auto attack
- ** AttackTimer - amount of time to continue tracking after last "enemy seen"
- */
- DECLARE_SCRIPT (GTH_User_Controllable_Base_Defense, "MinAttackDistance=0:int, MaxAttackDistance=300:int, AttackTimer=10:int")
- {
- int token_01_id;
- int token_02_id;
- int token_03_id;
- int player_type;
- bool occupied;
- REGISTER_VARIABLES()
- {
- SAVE_VARIABLE (token_01_id, 1);
- SAVE_VARIABLE (token_02_id, 2);
- SAVE_VARIABLE (token_03_id, 3);
- SAVE_VARIABLE (player_type, 4);
- SAVE_VARIABLE (occupied, 5);
- }
- void Created (GameObject * obj)
- {
- occupied = false;
-
- // find out what my team preset is.
- player_type = Commands->Get_Player_Type( obj );
- Commands->Debug_Message( "***** Player Type Saved *****\n" );
- Commands->Enable_Hibernation (obj, false);
- Commands->Innate_Enable (obj);
- Commands->Enable_Enemy_Seen (obj, true);
- Vector3 my_position = Commands->Get_Position (obj);
- Vector3 token_01_pos = my_position;
- Vector3 token_02_pos = my_position;
- Vector3 token_03_pos = my_position;
- token_01_pos.X -= 10.0f;
- token_01_pos.Y -= 10.0f;
- token_01_pos.Z += 2.0f;
- token_02_pos.X += 10.0f;
- token_02_pos.Z += 2.0f;
- token_03_pos.X += 10.0f;
- token_03_pos.Y -= 10.0f;
- token_03_pos.Z += 2.0f;
- GameObject * token_01 = Commands->Create_Object ("Invisible_Object", token_01_pos);
- if (token_01)
- {
- token_01_id = Commands->Get_ID (token_01);
- }
- token_01 = Commands->Create_Object ("Invisible_Object", token_02_pos);
- if (token_01)
- {
- token_02_id = Commands->Get_ID (token_01);
- }
- token_01 = Commands->Create_Object ("Invisible_Object", token_03_pos);
- if (token_01)
- {
- token_03_id = Commands->Get_ID (token_01);
- }
- Commands->Start_Timer (obj, this, 10.0f, 1);
- }
- void Timer_Expired (GameObject * obj, int timer_id)
- {
- if (timer_id == 1)
- {
- int rnd_num = Get_Int_Random(0,2);
- if (occupied == false) {
-
- GTH_DEBUG_INT(rnd_num,"GTH_User_Controllable_Base_Defense aiming at target %d\n");
- switch (rnd_num)
- {
- case (0):
- {
- GameObject * token_01 = Commands->Find_Object (token_01_id);
- if (token_01)
- {
- ActionParamsStruct params;
- params.Set_Basic(this, 70, 1);
- params.Set_Attack(token_01, 0.0f, 0.0f, true);
- Commands->Action_Attack(obj, params);
- }
- break;
- }
- case (1):
- {
- GameObject * token_02 = Commands->Find_Object (token_02_id);
- if (token_02)
- {
- ActionParamsStruct params;
- params.Set_Basic(this, 70, 1);
- params.Set_Attack(token_02, 0.0f, 0.0f, true);
- Commands->Action_Attack(obj, params);
- }
- break;
- }
- default:
- {
- GameObject * token_03 = Commands->Find_Object (token_03_id);
- if (token_03)
- {
- ActionParamsStruct params;
- params.Set_Basic(this, 70, 1);
- params.Set_Attack(token_03, 0.0f, 0.0f, true);
- Commands->Action_Attack(obj, params);
- }
- }
- }
- }
- Commands->Start_Timer (obj, this, 10.0f, 1);
- }
- else if (timer_id == 2)
- {
- Commands->Action_Reset (obj, 100.0f);
- }
- }
- void Enemy_Seen (GameObject * obj, GameObject * enemy)
- {
- GTH_DEBUG_INT(occupied,"GTH_User_Controllable_Base_Defense::Enemy_Seen, occupied = %d\n");
- if (occupied == false) {
- Vector3 my_loc = Commands->Get_Position (obj);
- Vector3 enemy_loc = Commands->Get_Position (enemy);
- float distance = Commands->Get_Distance (my_loc, enemy_loc);
- if (distance > Get_Int_Parameter("MinAttackDistance") )
- {
- ActionParamsStruct params;
- params.Set_Basic(this, 100, 2);
- params.Set_Attack(enemy, Get_Int_Parameter("MaxAttackDistance"), 0.0f, true);
- params.AttackCheckBlocked = false;
- Commands->Action_Attack(obj, params);
- Commands->Start_Timer (obj, this, Get_Int_Parameter( "AttackTimer"), 2);
- }
- }
- }
- void Action_Complete (GameObject * obj, int action_id, ActionCompleteReason complete_reason)
- {
- if (action_id == 2)
- {
- Commands->Action_Reset (obj, 100.0f);
- }
- }
- void Custom(GameObject * obj, int type, int param, GameObject * sender)
- {
- ActionParamsStruct params;
-
- switch (type)
- {
- case CUSTOM_EVENT_VEHICLE_ENTERED:
- occupied = true;
- params.Set_Basic(this, 100, 3);
- Commands->Action_Follow_Input( obj, params );
-
- break;
- case CUSTOM_EVENT_VEHICLE_EXITED:
- occupied = false;
- // set team back to my preset.
- Commands->Set_Player_Type( obj, player_type );
- Commands->Action_Reset (obj, 100.0f);
- break;
- }
- GTH_DEBUG_INT(occupied,"GTH_User_Controllable_Base_Defense occupied = %d\n");
-
- }
- };
- /*
- ** GTH_Credit_Trickle
- ** This script will give an amount money to its team at a regular interval. You can use it to
- ** create silos that give money as long as they're alive.
- ** NOTE: this won't work on buildings, only things like turrets, characters, or vehicles so make your
- ** "silos" as a weaponless vehcile set up like the nod-turret for example.
- **
- ** Params:
- ** Credits - number of credits to give
- ** Delay - time between credit grants
- */
- DECLARE_SCRIPT(GTH_Credit_Trickle, "Credits=1:int,Delay=2.0:float")
- {
- enum { TRICKLE_TIMER = 667 };
- void Created (GameObject * obj)
- {
- // start the trickle timer
- Commands->Start_Timer (obj, this, Get_Float_Parameter("Delay"), TRICKLE_TIMER);
- }
- void Timer_Expired (GameObject * obj, int timer_id)
- {
- if (timer_id == TRICKLE_TIMER)
- {
- Commands->Give_Money( obj, Get_Int_Parameter("Credits"), true );
- Commands->Start_Timer (obj, this, Get_Int_Parameter("Delay"), TRICKLE_TIMER);
- }
- }
- };
- /*
- ** GTH_Enable_Spawner_On_Enter
- ** This script will enable or disable a spawner when its zone is entered
- **
- ** Params:
- ** SpawnerID - id of the spawner
- ** Player_Type - type of player that can trigger integer, 0 = Nod, 1 = GDI, 2 = any
- ** Enable - enable or disable the spawner (1=enable, 0=disable)
- */
- DECLARE_SCRIPT(GTH_Enable_Spawner_On_Enter, "SpawnerID=0:int,Player_Type=2:int,Enable=1:int")
- {
- void Entered( GameObject * obj, GameObject * enterer )
- {
- // Check player type, if it doesn't match, just return
- int our_player_type = Get_Int_Parameter("Player_Type");
- if (our_player_type != 2) {
- int enter_player_type = Commands->Get_Player_Type(enterer);
- if (enter_player_type != our_player_type) {
- return;
- }
- }
- // Now enable the spawner
- bool enable = (Get_Int_Parameter("Enable") != 0);
- Commands->Enable_Spawner( Get_Int_Parameter("SpawnerID"),enable);
- }
- };
- /*
- ** GTH_CTF_Object
- ** This script will make the object it is attached to behave kind of like a CTF "flag" by
- ** attaching to the opposing player who pokes it. If its position gets within a
- ** certain distance of the "enemy home" an internal counter is incremented. Once the counter
- ** reaches a desired number, an object in the level is destroyed. This object should be the
- ** only building owned by the flag's team so that they immediately lose.
- **
- ** You should use this script on an object that has "projectile" collision only. Make a model
- ** of your "flag", give it projectile collision and make a preset for it similar to the "Marker_Flag"
- ** in LevelEdit (you can find "Marker_Flag" under Object->Simple).
- **
- ** CTF Rules as implemented:
- ** - this script controls how many flag captures cause a win
- ** - enemy entering the pickup radius of the flag attaches it to him
- ** - enemy teammates can take the flag from each other
- ** - friend poking the flag sends it back to its initial position (only if its not carried by an enemy)
- ** - enemy getting the flag to his home position increments an internal counter
- ** - when win count is reached, all of the "Win_Object_To_Kill" objects are destroyed (make sure
- ** this destroys all of the enemy team's buildings
- **
- ** Params:
- ** Update_Delay - how many times per second to update (this will *always* be laggy though...)
- ** Enemy_Player_Type - type of player that wants to grab this flag (0=Nod,1=GDI)
- ** Enemy_Home_Position - when flag gets here, capture count increments!
- ** Pickup_Radius - how close to flag we need to pickup flag
- ** Home_Radius - how close to enemy home position we need to get to count
- ** Capture_Respawn_Timer - When flag is dropped respawn back at home position after x seconds.
- ** x < 0 means flag MUST be poked for it to be returned.
- ** Captures_Needed_To_Win - after this many captures, we destroy the token "building" for the win
- ** Flag_Stolen_Event_ID - custom event id to send when the flag is stolen
- ** Flag_Stolen_Object_ID - Object that receives the event
- ** Flag_Lost_Event_ID - custom event id to send when enemy team gets flag back to Enemy_Home_Position :-(
- ** Flag_Lost_Object_ID - Object that receives the event
- ** Flag_Saved_Event_ID - custom event id to send when flag carrier is killed
- ** Flag_Saved_Object_ID - Object that receives the event
- ** Flag_Returned_Event_ID - custom event id to send when flag has been returned to home position.
- ** Flag_Returned_Object_ID - Object that receives the event
- ** Captures_Exceeded_Event_ID - custom event id to send when flag has been captured "Captures_Needed_To_Win" times.
- ** Captures_Exceeded_Object_ID - Object that receives the event
- ** Win_Object_To_Kill0 - object that we destroy when the capture count is reached
- ** Win_Object_To_Kill1 - object that we destroy when the capture count is reached
- ** Win_Object_To_Kill2 - object that we destroy when the capture count is reached
- ** Win_Object_To_Kill3 - object that we destroy when the capture count is reached
- ** Win_Object_To_Kill4 - object that we destroy when the capture count is reached
- **
- */
- DECLARE_SCRIPT(GTH_CTF_Object2, "Update_Delay=0.05:float,Enemy_Player_Type=0:int,Enemy_Home_Position:vector3,"
- "Pickup_Radius=5.0:float,Home_Radius=5.0:float,Capture_Respawn_Timer=30.0:float,"
- "Captures_Needed_To_Win=5:int,"
- "Flag_Stolen_Event_ID=25000:int,Flag_Stolen_Object_ID=0:int,Flag_Lost_Event_ID=25001:int,"
- "Flag_Lost_Object_ID=0:int,Flag_Saved_Event_ID=25002:int,Flag_Saved_Object_ID=0:int,"
- "Flag_Returned_Event_ID=25003:int,Flag_Returned_Object_ID=0:int,"
- "Captures_Exceeded_Event_ID=25004:int,Captures_Exceeded_Object_ID=0:int,"
- "Win_Object_To_Kill0=0:int,Win_Object_To_Kill1=0:int,Win_Object_To_Kill2=0:int,"
- "Win_Object_To_Kill3=0:int,Win_Object_To_Kill4=0:int")
- {
- enum { CTF_UPDATE_TIMER = 0x10211131 };
- int capture_count;
- int captured_by_id;
- Vector3 home_position;
- float capture_timer;
- REGISTER_VARIABLES()
- {
- SAVE_VARIABLE (capture_count, 1);
- SAVE_VARIABLE (captured_by_id, 2);
- SAVE_VARIABLE (home_position, 3);
- SAVE_VARIABLE (capture_timer, 4);
- }
- void Created (GameObject * obj)
- {
- // Initialize everything
- capture_count = 0;
- captured_by_id = 0;
- capture_timer = 0.0;
- home_position = Commands->Get_Position(obj);
-
- GTH_DEBUG_FLOAT(home_position.X,"Flag x: %f");
- GTH_DEBUG_FLOAT(home_position.Y,"Flag y: %f");
- GTH_DEBUG_FLOAT(home_position.Z,"Flag z: %f\n");
- // Start the update timer!
- Commands->Start_Timer (obj, this, Get_Float_Parameter("Update_Delay"), CTF_UPDATE_TIMER);
- }
- void Damaged( GameObject * obj, GameObject * damager, float amount )
- {
- Grab_Flag(obj,damager);
- }
- // void Poked( GameObject * obj, GameObject * poker )
- // {
- // Grab_Flag(obj,poker);
- // }
- void Grab_Flag( GameObject * obj, GameObject * grabber )
- {
- // If we're already captured, bail
- if (captured_by_id != 0) {
- return;
- }
-
- // Check distance, if the damager is too far away, bail
- Vector3 my_pos = Commands->Get_Position(obj);
- Vector3 delta = my_pos - Commands->Get_Position(grabber);
- if (delta.Length() > Get_Float_Parameter("Pickup_Radius")) {
- GTH_DEBUG_FLOAT(delta.Length(),"Flag too far away, dist = %f\n");
- return;
- }
-
- // Check player type, if it doesn't match, warp back to our home position
- int capture_player_type = Get_Int_Parameter("Enemy_Player_Type");
- int poke_player_type = Commands->Get_Player_Type(grabber);
- // Someone poked the flag...see if it needs to respawn back at home.
- if (capture_player_type != 2) {
- if (poke_player_type != capture_player_type) {
- // if we're not being carried and the flag isn't on a timer, warp back
- if (captured_by_id == 0 && Get_Float_Parameter("Capture_Respawn_Timer") < 0) {
- Commands->Set_Position(obj,home_position);
-
- GTH_DEBUG_INT(poke_player_type,"Flag recovered back by team: %d\n");
- // Play flag returned sound
- int cust_id = Get_Int_Parameter("Flag_Returned_Event_ID");
- GameObject * event_obj = Commands->Find_Object(Get_Int_Parameter("Flag_Returned_Object_ID"));
- if (event_obj == NULL) event_obj = obj;
- Commands->Send_Custom_Event(obj,event_obj,cust_id, 1);
- }
- return;
- }
- }
- // The player type matches, Attach to this dude!
- captured_by_id = Commands->Get_ID(grabber);
- // attach to bone 0 (root)
- Commands->Attach_To_Object_Bone(obj,grabber,"ROOTTRANSFORM");
- GTH_DEBUG_INT(poke_player_type,"Flag captured by team: %d\n");
- // Play picked up sound
- int cust_id = Get_Int_Parameter("Flag_Stolen_Event_ID");
- GameObject * event_obj = Commands->Find_Object(Get_Int_Parameter("Flag_Stolen_Object_ID"));
- if (event_obj == NULL) event_obj = obj;
- Commands->Send_Custom_Event(obj,event_obj,cust_id, 1);
- }
- void Timer_Expired (GameObject * obj, int timer_id)
- {
- if (timer_id == CTF_UPDATE_TIMER)
- {
- // Search for a player around the flag and let them auto-grab it.
- // BMH 12/7/02 - Get_A_Star only returns the closest to the position. So if someone just sat
- // on top of the flag that's the only star we'd ever check. So check from a random position
- // within the pickup radius
- Vector3 my_pos = Commands->Get_Position(obj);
- Vector3 find_pos = my_pos;
- float pick_rad = Get_Float_Parameter("Pickup_Radius");
- float rval = Commands->Get_Random(-pick_rad, pick_rad);
- find_pos.X += rval;
- rval = Commands->Get_Random(-pick_rad, pick_rad);
- find_pos.Y += rval;
- rval = Commands->Get_Random(-pick_rad, pick_rad);
- find_pos.Z += rval;
- GameObject *star_obj = Commands->Get_A_Star(find_pos);
- Grab_Flag(obj,star_obj);
- // check if we've been captured enough to end the game
- if (capture_count >= Get_Int_Parameter("Captures_Needed_To_Win")) {
-
- // Play Win Sound!
- int cust_id = Get_Int_Parameter("Captures_Exceeded_Event_ID");
- GameObject * event_obj = Commands->Find_Object(Get_Int_Parameter("Captures_Exceeded_Object_ID"));
- if (event_obj == NULL) event_obj = obj;
- Commands->Send_Custom_Event(obj,event_obj,cust_id, 1);
- // win!
- GameObject * win_obj = Commands->Find_Object(Get_Int_Parameter("Win_Object_To_Kill0"));
- if (win_obj != NULL) {
- Commands->Destroy_Object( win_obj );
- }
- win_obj = Commands->Find_Object(Get_Int_Parameter("Win_Object_To_Kill1"));
- if (win_obj != NULL) {
- Commands->Destroy_Object( win_obj );
- }
- win_obj = Commands->Find_Object(Get_Int_Parameter("Win_Object_To_Kill2"));
- if (win_obj != NULL) {
- Commands->Destroy_Object( win_obj );
- }
- win_obj = Commands->Find_Object(Get_Int_Parameter("Win_Object_To_Kill3"));
- if (win_obj != NULL) {
- Commands->Destroy_Object( win_obj );
- }
- win_obj = Commands->Find_Object(Get_Int_Parameter("Win_Object_To_Kill4"));
- if (win_obj != NULL) {
- Commands->Destroy_Object( win_obj );
- }
-
- GTH_DEBUG_INT(0,"Capture count exceeded\n");
-
- return;
- }
- // check if we're in our enemies home position
- Vector3 delta = my_pos - Get_Vector3_Parameter("Enemy_Home_Position");
- float dist = delta.Length();
- if (dist < Get_Float_Parameter("Home_Radius")) {
-
- // Increment the capture count, detatch from our carrier and warp home
- capture_count++;
- captured_by_id = 0;
- Commands->Attach_To_Object_Bone(obj,NULL,NULL);
- Commands->Set_Position(obj,home_position);
- GTH_DEBUG_INT(capture_count,"Flag stolen, counter now %d, returning to home!\n");
- // Play flag capture sound
- int cust_id = Get_Int_Parameter("Flag_Lost_Event_ID");
- GameObject * event_obj = Commands->Find_Object(Get_Int_Parameter("Flag_Lost_Object_ID"));
- if (event_obj == NULL) event_obj = obj;
- Commands->Send_Custom_Event(obj,event_obj,cust_id, 1);
- }
-
- // check if we have a capturer and need to update
- if (captured_by_id != 0) {
- GameObject * capturer = Commands->Find_Object(captured_by_id);
-
- if (capturer != NULL) {
-
- // Don't do this cause we're using the attach to bone method!
- //Vector3 cap_position = Commands->Get_Position(capturer);
- //Commands->Set_Position(obj,cap_position);
-
- } else {
-
- captured_by_id = 0;
- // start the flag respawn timer.
- capture_timer = (((float)Commands->Get_Sync_Time()) / 1000.0);
- Commands->Attach_To_Object_Bone(obj,NULL,NULL);
- GTH_DEBUG_INT(0,"Capturer killed!\n");
- // Play flag saved sound
- int cust_id = Get_Int_Parameter("Flag_Saved_Event_ID");
- GameObject * event_obj = Commands->Find_Object(Get_Int_Parameter("Flag_Saved_Object_ID"));
- if (event_obj == NULL) event_obj = obj;
- Commands->Send_Custom_Event(obj,event_obj,cust_id, 1);
- }
- }
- // Check if the flag has been sitting idle for too long and return it if need be.
- float ctimer = Get_Float_Parameter("Capture_Respawn_Timer");
- if (captured_by_id == 0 && ctimer > 0) {
- // Make sure the flag isn't already at the base
- delta = my_pos - home_position;
- dist = delta.Length();
- if (dist > Get_Float_Parameter("Pickup_Radius")) {
- // has the Respawn_Timer expired
- if (((((float)Commands->Get_Sync_Time()) / 1000.0) - capture_timer) > ctimer) {
- // Return the flag
- Commands->Set_Position(obj,home_position);
- GTH_DEBUG_INT(0,"Flag timeout has been hit, respawning flag back at home.\n");
- // Play flag returned sound
- int cust_id = Get_Int_Parameter("Flag_Returned_Event_ID");
- GameObject * event_obj = Commands->Find_Object(Get_Int_Parameter("Flag_Returned_Object_ID"));
- if (event_obj == NULL) event_obj = obj;
- Commands->Send_Custom_Event(obj,event_obj,cust_id, 1);
- }
- }
- }
- // register for another update!
- Commands->Start_Timer (obj, this, Get_Float_Parameter("Update_Delay"), CTF_UPDATE_TIMER);
- }
- }
- };
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