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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- /******************************************************************************
- *
- * FILE
- * Test_RMV_Toolkit.cpp
- *
- * DESCRIPTION
- * Additional Toolkit Scripts
- *
- * PROGRAMMER
- * Ryan Vervack
- *
- * VERSION INFO
- * $Author: Dan_e $
- * $Revision: 154 $
- * $Modtime: 11/03/01 11:18a $
- * $Archive: /Commando/Code/Scripts/Test_RMV_Toolkit.cpp $
- *
- ******************************************************************************/
- #include "scripts.h"
- #include <string.h>
- #include <stdio.h>
- #include "toolkit.h"
- enum {
- TECHNICIAN_MOVEMENT,
- TECHNICIAN_ANIMATION
- };
- DECLARE_SCRIPT(RMV_Trigger_Zone, "TargetID:int, Type:int, Param:int")
- {
- void Entered(GameObject * obj, GameObject * enterer)
- {
- if (Commands->Is_A_Star(enterer))
- {
- int type = Get_Int_Parameter("Type");
- int param = Get_Int_Parameter("Param");
- GameObject *target = Commands->Find_Object(Get_Int_Parameter("TargetID"));
- if (target)
- Commands->Send_Custom_Event(obj, target, type, param);
- if (obj)
- Commands->Destroy_Object(obj);
- }
- }
- };
- DECLARE_SCRIPT(RMV_Trigger_Zone_2, "TargetID:int, Type:int, Param:int")
- {
- void Entered(GameObject * obj, GameObject * enterer)
- {
- if (Commands->Is_A_Star(enterer))
- {
- int type = Get_Int_Parameter("Type");
- int param = Get_Int_Parameter("Param");
- GameObject *target = Commands->Find_Object(Get_Int_Parameter("TargetID"));
- if (target)
- Commands->Send_Custom_Event(obj, target, type, param);
- }
- }
- };
- DECLARE_SCRIPT(RMV_Trigger_Poked, "Target_ID:int, Type:int, Param:int")
- {
- void Poked(GameObject * obj, GameObject * poker)
- {
- int type = Get_Int_Parameter("Type");
- int param = Get_Int_Parameter("Param");
- GameObject * target;
- if (Get_Int_Parameter("Target_ID") == 0)
- {
- target = poker;
- }
- else
- {
- target = Commands->Find_Object(Get_Int_Parameter("Target_ID"));
- }
- if (target)
- {
- Commands->Send_Custom_Event(obj, target, type, param);
- }
- }
- };
- DECLARE_SCRIPT(RMV_Engineer_Wander, "Custom_Type:int, Custom_Param_1:int, Custom_Param_2:int, Building_Number:int, Evac_Object=None:string")
- {
- int c_type, c_param_1, c_param_2;
- int terminal_id, int_anim;
- bool busy, emergency, always_run, evacuating;
- REGISTER_VARIABLES()
- {
- SAVE_VARIABLE(c_type, 1);
- SAVE_VARIABLE(c_param_1, 2);
- SAVE_VARIABLE(c_param_2, 3);
- SAVE_VARIABLE(terminal_id, 4);
- SAVE_VARIABLE(int_anim, 5);
- SAVE_VARIABLE(busy, 6);
- SAVE_VARIABLE(emergency, 7);
- SAVE_VARIABLE(always_run, 8);
- SAVE_VARIABLE(evacuating, 9);
- }
- void Created(GameObject * obj)
- {
- busy = emergency = always_run = evacuating = false;
- c_type = Get_Int_Parameter("Custom_Type");
- c_param_1 = Get_Int_Parameter("Custom_Param_1");
- c_param_2 = Get_Int_Parameter("Custom_Param_2");
- }
- void Sound_Heard(GameObject * obj, const CombatSound & sound)
- {
- if (evacuating)
- {
- return;
- }
-
- if ((sound.Type == M00_SOUND_ENGINEER_WANDER) && (!busy))
- {
- emergency = false;
- if (always_run)
- {
- emergency = true;
- }
- Commands->Send_Custom_Event(obj, sound.Creator, c_type, c_param_1);
- }
- else if (sound.Type == M00_SOUND_ENGINEER_WANDER_EMERGENCY && !busy)
- {
- emergency = true;
- Commands->Send_Custom_Event(obj, sound.Creator, c_type, c_param_1);
- }
- else if (sound.Type == M00_SOUND_BUILDING_DESTROYED + Get_Int_Parameter("Building_Number"))
- {
- Evacuate();
- }
- else if (sound.Type == M00_SOUND_ALWAYS_RUN)
- {
- always_run = true;
- }
- else if (sound.Type == M00_SOUND_ALWAYS_RUN_OFF)
- {
- always_run = false;
- }
- }
- void Evacuate(void)
- {
- const char* evac = Get_Parameter("Evac_Object");
- Commands->Action_Reset(Owner(), 99);
- evacuating = true;
-
- if (stricmp(evac, "None") == 0)
- {
- return;
- }
- else
- {
- GameObject * my_evac_point = Commands->Find_Random_Simple_Object(evac);
- if (my_evac_point)
- {
- ActionParamsStruct params;
- params.Set_Basic(this, 99, 0);
- params.Set_Movement(my_evac_point, RUN, 2.0f);
- Commands->Action_Goto(Owner(), params);
- }
- }
- }
- void Custom(GameObject * obj, int type, int param, GameObject * sender)
- {
- if (type == c_type)
- {
- busy = true;
- terminal_id = Commands->Get_ID(sender);
- char *anim;
- anim = (char *)param;
- int_anim = (int)anim;
- ActionParamsStruct params;
- params.Set_Basic(this, 70, TECHNICIAN_MOVEMENT);
- params.Set_Movement(sender, emergency ? RUN : WALK, 0.75f);
- Commands->Action_Goto(obj, params);
- }
- }
- void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
- {
- if (action_id == TECHNICIAN_MOVEMENT)
- {
- if (reason != ACTION_COMPLETE_NORMAL)
- return;
- GameObject *terminal;
- terminal = Commands->Find_Object(terminal_id);
- if (terminal)
- {
- float facing = Commands->Get_Facing(terminal);
- Commands->Set_Facing(obj, facing + 180);
- }
- char *anim;
- anim = (char *)int_anim;
- anim = "s_a_human.h_a_con2";
- ActionParamsStruct params;
- params.Set_Basic(this, 70, TECHNICIAN_ANIMATION);
- params.Set_Animation(anim, false);
- Commands->Action_Play_Animation(obj, params);
- }
- if (action_id == TECHNICIAN_ANIMATION || reason == ACTION_COMPLETE_MOVE_NO_PROGRESS_MADE)
- {
- GameObject *terminal;
- terminal = Commands->Find_Object(terminal_id);
- Commands->Send_Custom_Event(obj, terminal, c_type, c_param_2);
- busy = emergency = false;
- if (always_run)
- {
- emergency = true;
- }
- }
- }
- };
- /*DECLARE_SCRIPT(RMV_Engineer_Wander_Terminal, "Animation_Name:string, Custom_Type:int, Custom_Param_1:int, Custom_Param_2:int")
- {
- enum {ENGINEER_WANDER_TIMER};
-
- bool i_am_occupied;
- Vector3 mypos;
- int c_type, c_param_1, c_param_2;
- REGISTER_VARIABLES()
- {
- SAVE_VARIABLE(i_am_occupied, 1);
- SAVE_VARIABLE(mypos, 2);
- SAVE_VARIABLE(c_type, 3);
- SAVE_VARIABLE(c_param_1, 4);
- SAVE_VARIABLE(c_param_2, 5);
- }
-
- void Created(GameObject * obj)
- {
- // Commands->Enable_Hibernation(obj, false);
- i_am_occupied = false;
- mypos = Commands->Get_Position(obj);
- c_type = Get_Int_Parameter("Custom_Type");
- c_param_1 = Get_Int_Parameter("Custom_Param_1");
- c_param_2 = Get_Int_Parameter("Custom_Param_2");
- Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
- }
- void Timer_Expired(GameObject * obj, int timer_id)
- {
- if ((timer_id == ENGINEER_WANDER_TIMER) && (!i_am_occupied))
- {
- Commands->Create_Logical_Sound(obj, M00_SOUND_ENGINEER_WANDER, mypos, 60.0f);
- Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
- }
- }
- void Custom(GameObject * obj, int type, int param, GameObject * sender)
- {
- if ((type == c_type) && (param == c_param_1) && (!i_am_occupied))
- {
- i_am_occupied = true;
- const char *anim;
- anim = Get_Parameter("Animation_Name");
- Commands->Send_Custom_Event(obj, sender, c_type, (int)anim);
- }
- if ((type == c_type) && (param == c_param_2) && (i_am_occupied))
- {
- i_am_occupied = false;
- Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
- }
- }
- };*/
- DECLARE_SCRIPT(RMV_Building_Engineer_Controller, "Killed_Broadcast_Radius:float, 25_Start_ID:int, 25_Number:int, 50_Start_ID:int, 50_Number:int, 75_Start_ID:int, 75_Number:int, Building_Number:int")
- {
- bool sent_25, sent_50, sent_75;
- REGISTER_VARIABLES()
- {
- SAVE_VARIABLE(sent_25, 1);
- SAVE_VARIABLE(sent_50, 2);
- SAVE_VARIABLE(sent_75, 3);
- }
-
- void Created(GameObject * obj)
- {
- sent_25 = sent_50 = sent_75 = false;
- }
-
- void Custom(GameObject * obj, int type, int param, GameObject * sender)
- {
- if (type == CUSTOM_EVENT_BUILDING_DAMAGED)
- {
- float percentage = 1 - ((float)param/100.0f);
- if (!sent_25 && percentage >= 0.25)
- {
- Commands->Debug_Message("Building took 25 percent or more damage, notifying engineers.\n");
-
- sent_25 = true;
- for (int x = 0; x < Get_Int_Parameter("25_Number"); x++)
- {
- GameObject * target = Commands->Find_Object(Get_Int_Parameter("25_Start_ID") + x);
- if (target)
- {
- Commands->Send_Custom_Event(obj, target, 1000, 1000);
- }
- }
- }
-
- if (!sent_50 && percentage >= 0.50)
- {
- Commands->Debug_Message("Building took 50 percent or more damage, notifying engineers.\n");
-
- Vector3 mypos = Commands->Get_Position(obj);
- Commands->Create_Logical_Sound(obj, M00_SOUND_ALWAYS_RUN, mypos, Get_Float_Parameter("Killed_Broadcast_Radius"));
-
- sent_50 = true;
- for (int x = 0; x < Get_Int_Parameter("50_Number"); x++)
- {
- GameObject * target = Commands->Find_Object(Get_Int_Parameter("50_Start_ID") + x);
- if (target)
- {
- Commands->Send_Custom_Event(obj, target, 1000, 1000);
- }
- }
- }
-
- if (!sent_75 && percentage >= 0.75)
- {
- Commands->Debug_Message("Building took 75 percent or more damages, notifying engineers.\n");
-
- sent_75 = true;
- for (int x = 0; x < Get_Int_Parameter("75_Number"); x++)
- {
- GameObject * target = Commands->Find_Object(Get_Int_Parameter("75_Start_ID") + x);
- if (target)
- {
- Commands->Send_Custom_Event(obj, target, 1000, 1000);
- }
- }
- }
- }
-
- if (type == CUSTOM_EVENT_BUILDING_REPAIRED)
- {
- float percentage = 1 - ((float)param/100.0f);
- if (percentage <= 0.25)
- {
- Commands->Debug_Message("Building repaired to 75 percent or more health, notifying engineers.\n");
-
- sent_25 = false;
- for (int x = 0; x < Get_Int_Parameter("25_Number"); x++)
- {
- GameObject * target = Commands->Find_Object(Get_Int_Parameter("25_Start_ID") + x);
- if (target)
- {
- Commands->Send_Custom_Event(obj, target, 2000, 2000);
- }
- }
- }
-
- if (percentage <= 0.50)
- {
- Commands->Debug_Message("Building repaired to 50 percent or more health, notifying engineers.\n");
-
- Vector3 mypos = Commands->Get_Position(obj);
- Commands->Create_Logical_Sound(obj, M00_SOUND_ALWAYS_RUN_OFF, mypos, Get_Float_Parameter("Killed_Broadcast_Radius"));
-
- sent_50 = false;
- for (int x = 0; x < Get_Int_Parameter("50_Number"); x++)
- {
- GameObject * target = Commands->Find_Object(Get_Int_Parameter("50_Start_ID") + x);
- if (target)
- {
- Commands->Send_Custom_Event(obj, target, 2000, 2000);
- }
- }
- }
-
- if (percentage <= 0.75)
- {
- Commands->Debug_Message("Building repaired to 25 percent or more health, notifying engineers.\n");
-
- sent_75 = false;
- for (int x = 0; x < Get_Int_Parameter("75_Number"); x++)
- {
- GameObject * target = Commands->Find_Object(Get_Int_Parameter("75_Start_ID") + x);
- if (target)
- {
- Commands->Send_Custom_Event(obj, target, 2000, 2000);
- }
- }
- }
- }
- }
- void Killed(GameObject * obj, GameObject * killer)
- {
- Vector3 mypos = Commands->Get_Position(obj);
- Commands->Create_Logical_Sound(obj, M00_SOUND_BUILDING_DESTROYED + Get_Int_Parameter("Building_Number"), mypos, Get_Float_Parameter("Killed_Broadcast_Radius"));
- }
- };
- DECLARE_SCRIPT(RMV_Toggled_Engineer_Target, "Emergency=1:int, Animation_Name:string, Custom_Type:int, Custom_Param_1:int, Custom_Param_2:int")
- {
- enum {ENGINEER_WANDER_TIMER};
-
- bool i_am_occupied;
- Vector3 mypos;
- int c_type, c_param_1, c_param_2;
- bool active;
- REGISTER_VARIABLES()
- {
- SAVE_VARIABLE(i_am_occupied, 1);
- SAVE_VARIABLE(mypos, 2);
- SAVE_VARIABLE(c_type, 3);
- SAVE_VARIABLE(c_param_1, 4);
- SAVE_VARIABLE(c_param_2, 5);
- SAVE_VARIABLE(active, 6);
- }
-
- void Created(GameObject * obj)
- {
- active = false;
- // Commands->Enable_Hibernation(obj, false);
- i_am_occupied = false;
- mypos = Commands->Get_Position(obj);
- c_type = Get_Int_Parameter("Custom_Type");
- c_param_1 = Get_Int_Parameter("Custom_Param_1");
- c_param_2 = Get_Int_Parameter("Custom_Param_2");
- }
- void Timer_Expired(GameObject * obj, int timer_id)
- {
- if ((timer_id == ENGINEER_WANDER_TIMER) && (!i_am_occupied) && active)
- {
- Commands->Create_Logical_Sound(obj, (Get_Int_Parameter("Emergency") == 0) ? M00_SOUND_ENGINEER_WANDER : M00_SOUND_ENGINEER_WANDER_EMERGENCY, mypos, 60.0f);
- Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
- }
- }
- void Custom(GameObject * obj, int type, int param, GameObject * sender)
- {
- if (type == 1000 && param == 1000)
- {
- active = true;
- Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
- }
- if (type == 2000 && param == 2000)
- {
- active = false;
- }
- if ((type == c_type) && (param == c_param_1) && (!i_am_occupied))
- {
- i_am_occupied = true;
- const char *anim;
- anim = Get_Parameter("Animation_Name");
- Commands->Send_Custom_Event(obj, sender, c_type, (int)anim);
- }
- if ((type == c_type) && (param == c_param_2) && (i_am_occupied))
- {
- i_am_occupied = false;
- Commands->Start_Timer(obj, this, 2.0f, ENGINEER_WANDER_TIMER);
- }
- }
- };
- DECLARE_SCRIPT(RMV_MCT_Switcher, "")
- {
- void Killed(GameObject * obj, GameObject * killer)
- {
- GameObject *temp;
- temp = Commands->Create_Object("NOD MCT Off", Commands->Get_Position(obj));
- if (obj)
- {
- Commands->Set_Facing(temp, Commands->Get_Facing(obj));
- }
- }
- };
- DECLARE_SCRIPT(M00_Play_Sound, "Sound_Preset:string, Is_3D=1:int, Offset:vector3, Offset_Randomness:vector3, Frequency_Min=-1:float, Frequency_Max:float")
- {
- void Created(GameObject * obj)
- {
- if (Get_Int_Parameter("Frequency_Min") == -1)
- {
- Timer_Expired(obj, 0);
- }
- else
- {
- float time = Commands->Get_Random(Get_Float_Parameter("Frequency_Min"), Get_Float_Parameter("Frequency_Max"));
- Commands->Start_Timer(obj, this, time, 0);
- }
- }
- void Timer_Expired(GameObject * obj, int timer_id)
- {
- const char * sound = Get_Parameter("Sound_Preset");
- bool is_3d = (Get_Int_Parameter("Is_3D") == 1) ? true : false;
- Vector3 pos = Commands->Get_Position(obj);
- pos += Get_Vector3_Parameter("Offset");
- Vector3 offset_random = Get_Vector3_Parameter("Offset_Randomness");
- pos.X += Commands->Get_Random(-offset_random.X, offset_random.X);
- pos.Y += Commands->Get_Random(-offset_random.Y, offset_random.Y);
- pos.Z += Commands->Get_Random(-offset_random.Z, offset_random.Z);
-
- int id;
-
- if (is_3d)
- {
- Commands->Debug_Message("Playing 3D Sound\n");
- id = Commands->Create_Sound(sound, pos, obj);
- }
- else
- {
- Commands->Debug_Message("Playing 2D Sound\n");
- id = Commands->Create_2D_Sound(sound);
- }
- Commands->Monitor_Sound(obj, id);
- }
- void Custom(GameObject * obj, int type, int param, GameObject * sender)
- {
- if (type == CUSTOM_EVENT_SOUND_ENDED)
- {
- if (Get_Int_Parameter("Frequency_Min") != -1)
- {
- float time = Commands->Get_Random(Get_Float_Parameter("Frequency_Min"), Get_Float_Parameter("Frequency_Max"));
- Commands->Start_Timer(obj, this, time, 0);
- }
- }
- }
- };
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