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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
- * Toolkit_Actions.cpp
- *
- * DESCRIPTION
- * Designer Toolkit for Mission Construction - Actions Subset
- *
- * PROGRAMMER
- * Design Team
- *
- * VERSION INFO
- * $Author: Ryan_v $
- * $Revision: 10 $
- * $Modtime: 11/03/00 2:25p $
- * $Archive: /Commando/Code/Scripts/Toolkit_Actions.cpp $
- *
- ******************************************************************************/
- #include "toolkit.h"
- /*Editor Script - M00_Action
- Animations are not handled with this script - they are handled separately.
- Parameters:
- _Move_Target_ID = The Target ID to move towards.
- _Move_Following = Whether this unit should follow the Target ID or not.
- _Move_Destination = The Vector3 location of the movement destination.
- _Move_Waypath_ID = The ID of a waypath to follow.
- _Move_Waypath_Start_ID = The starting point to use on the waypath.
- _Move_Waypath_End_ID = The ending point to use on the waypath.
- _Move_Waypath_Splined = Whether to use splined movement or not on waypaths.
- _Move_Waypath_Looping = If the unit should circle on the waypath.
- _Move_Patrol_Radius = A radius to use if patrolling an area.
- _Move_Patrol_Loiter_Time = How long to wait at each point until patrolling again.
- _Move_Arrive_Distance = The distance to close to with the destination.
- _Move_Speed = The speed at which the unit moves.
- _Move_Crouch = Whether to move crouched or not.
- _Move_Backwards = Whether to move backwards or not.
- _Move_Pathfind = Whether to use pathfinding data for movement or not.
-
- _Attack_Target_ID = The attack target's ID.
- _Attack_Location = The location of the attack (if no target).
- _Attack_Range = The maximum effective range of the attack.
- _Attack_Deviation = The deviation of the attack.
- _Attack_Primary = Whether to use the primary weapon or not.
- _Attack_Crouched = Whether to crouch when firing or not.
- */
- 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")
- {
- bool debug_mode;
- bool script_active;
- bool attacking;
- bool primary_weapon;
- Vector3 current_position;
- Vector3 current_fire_position;
- Vector3 current_attack_location;
- Vector3 empty_vector;
- void Created(GameObject* obj)
- {
- ActionParamsStruct params;
- script_active = false;
- attacking = false;
- debug_mode = (Get_Int_Parameter("Debug_Mode") == 1) ? true : false;
-
- GameObject* move_target;
- GameObject* attack_target;
-
- move_target = Commands->Find_Object(Get_Int_Parameter("_Move_Target_ID"));
- attack_target = Commands->Find_Object(Get_Int_Parameter("_Attack_Target_ID"));
- primary_weapon = (Get_Int_Parameter("_Attack_Primary") == 1) ? true : false;
- current_attack_location = Get_Vector3_Parameter("_Attack_Location");
- empty_vector = Vector3(0.0f,0.0f,0.0f);
- params.Set_Basic(this, Get_Int_Parameter("Action_Priority"), Get_Int_Parameter("Action_ID"));
- params.Set_Movement(Get_Vector3_Parameter("_Move_Destination"), Get_Float_Parameter("_Move_Speed"), Get_Float_Parameter("_Move_Arrive_Distance"));
- params.Set_Attack(Get_Vector3_Parameter("_Attack_Location"), Get_Float_Parameter("_Attack_Range"), Get_Float_Parameter("_Attack_Deviation"), primary_weapon);
-
- params.MoveBackup = (Get_Int_Parameter("_Move_Backwards") == 1) ? true : false;
- params.MoveFollow = (Get_Int_Parameter("_Move_Following") == 1) ? true : false;
- params.MoveCrouched = (Get_Int_Parameter("_Move_Crouch") == 1) ? true : false;
- params.MovePathfind = (Get_Int_Parameter("_Move_Pathfind") == 1) ? true : false;
-
- params.AttackCrouched = (Get_Int_Parameter("_Attack_Crouched") == 1) ? true : false;
- params.WaypathID = Get_Int_Parameter("_Move_Waypath_ID");
- params.WaypointStartID = Get_Int_Parameter("_Move_Waypath_Start_ID");
- params.WaypointEndID = Get_Int_Parameter("_Move_Waypath_End_ID");
- params.WaypathSplined = (Get_Int_Parameter("_Move_Waypath_Splined") == 1) ? true : false;
-
- if (attack_target)
- {
- // Attacking a target, override the attack location values
- params.Set_Attack(attack_target, Get_Float_Parameter("_Attack_Range"), Get_Float_Parameter("_Attack_Deviation"), primary_weapon);
- attacking = true;
- }
- if (current_attack_location != empty_vector)
- {
- // Attacking a location, be sure to turn on attacking bool
- attacking = true;
- }
- if (move_target)
- {
- // Moving toward a target, override other movement values
- params.Set_Movement(move_target, Get_Float_Parameter("_Move_Speed"), Get_Float_Parameter("_Move_Arrive_Distance"));
- params.WaypathID = 0;
- params.WaypointStartID = 0;
- params.WaypointEndID = 0;
- params.WaypathSplined = false;
- }
- if (params.MoveLocation != empty_vector)
- {
- // Moving to a location, override other movement values
- params.WaypathID = 0;
- params.WaypointStartID = 0;
- params.WaypointEndID = 0;
- params.WaypathSplined = false;
- }
- if (Get_Int_Parameter("Start_Now"))
- {
- SCRIPT_DEBUG_MESSAGE(("M00_Action ACTIVATED.\n"));
- script_active = true;
- if (script_active)
- {
- // Check if we are firing and moving, or just moving.
-
- if (attacking)
- {
- SCRIPT_DEBUG_MESSAGE(("M00_Action is moving and attacking.\n"));
-
- Commands->Action_Attack(obj, params);
- }
- else
- {
- SCRIPT_DEBUG_MESSAGE(("M00_Action is moving only - no attack.\n"));
-
- Commands->Action_Goto(obj, params);
- }
- }
- }
- }
- void Custom(GameObject * obj, int type, int param, GameObject * sender)
- {
- SCRIPT_DEBUG_MESSAGE(("M00_Action received custom type %d, param %d.\n", type, param));
- if (type == Get_Int_Parameter("Receive_Type"))
- {
- if (param == Get_Int_Parameter("Receive_Param_On"))
- {
- GameObject* move_target;
- GameObject* attack_target;
- move_target = Commands->Find_Object(Get_Int_Parameter("_Move_Target_ID"));
- attack_target = Commands->Find_Object(Get_Int_Parameter("_Attack_Target_ID"));
-
- ActionParamsStruct params;
- params.Set_Basic(this, Get_Int_Parameter("Action_Priority"), Get_Int_Parameter("Action_ID"));
- params.Set_Movement(Get_Vector3_Parameter("_Move_Destination"), Get_Float_Parameter("_Move_Speed"), Get_Float_Parameter("_Move_Arrive_Distance"));
- params.Set_Attack(Get_Vector3_Parameter("_Attack_Location"), Get_Float_Parameter("_Attack_Range"), Get_Float_Parameter("_Attack_Deviation"), primary_weapon);
-
- params.MoveBackup = (Get_Int_Parameter("_Move_Backwards") == 1) ? true : false;
- params.MoveFollow = (Get_Int_Parameter("_Move_Following") == 1) ? true : false;
- params.MoveCrouched = (Get_Int_Parameter("_Move_Crouch") == 1) ? true : false;
- params.MovePathfind = (Get_Int_Parameter("_Move_Pathfind") == 1) ? true : false;
-
- params.AttackCrouched = (Get_Int_Parameter("_Attack_Crouched") == 1) ? true : false;
- params.WaypathID = Get_Int_Parameter("_Move_Waypath_ID");
- params.WaypointStartID = Get_Int_Parameter("_Move_Waypath_Start_ID");
- params.WaypointEndID = Get_Int_Parameter("_Move_Waypath_End_ID");
- params.WaypathSplined = (Get_Int_Parameter("_Move_Waypath_Splined") == 1) ? true : false;
-
- SCRIPT_DEBUG_MESSAGE(("M00_Action ACTIVATED.\n"));
- if (attack_target)
- {
- // Attacking a target, override the attack location values
-
- params.Set_Attack(attack_target, Get_Float_Parameter("_Attack_Range"), Get_Float_Parameter("_Attack_Deviation"), primary_weapon);
- attacking = true;
- }
- if (current_attack_location != empty_vector)
- {
- // Attacking a location, be sure to turn on attacking bool
-
- attacking = true;
- }
- if (move_target)
- {
- // Moving toward a target, override other movement values
-
- params.Set_Movement(move_target, Get_Float_Parameter("_Move_Speed"), Get_Float_Parameter("_Move_Arrive_Distance"));
- params.WaypathID = 0;
- params.WaypointStartID = 0;
- params.WaypointEndID = 0;
- params.WaypathSplined = false;
- }
- if (params.MoveLocation != empty_vector)
- {
- // Moving to a location, override other movement values
-
- params.WaypathID = 0;
- params.WaypointStartID = 0;
- params.WaypointEndID = 0;
- params.WaypathSplined = false;
- }
-
- if (script_active)
- {
- // Check if we are firing and moving, or just moving.
- if (attacking)
- {
- SCRIPT_DEBUG_MESSAGE(("M00_Action is moving and attacking.\n"));
- Commands->Action_Attack(obj, params);
- }
- else
- {
- SCRIPT_DEBUG_MESSAGE(("M00_Action is moving only - no attack.\n"));
-
- Commands->Action_Goto(obj, params);
- }
- }
- }
- if (param == Get_Int_Parameter("Receive_Param_Off"))
- {
- SCRIPT_DEBUG_MESSAGE(("M00_Action DEACTIVATED.\n"));
- script_active = false;
- Commands->Action_Reset(obj, Get_Int_Parameter("Action_Priority")+1);
- }
- }
- }
- void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason reason)
- {
- if (script_active)
- {
- if (action_id == Get_Int_Parameter("Action_ID"))
- {
- switch (reason)
- {
- case (ACTION_COMPLETE_LOW_PRIORITY):
- {
- SCRIPT_DEBUG_MESSAGE(("M00_Action returned a Low Priority Warning.\n"));
- break;
- }
- case (ACTION_COMPLETE_PATH_BAD_START):
- {
- SCRIPT_DEBUG_MESSAGE(("ERROR - M00_Action returned a Path Bad Start Error!\n"));
- break;
- }
- case (ACTION_COMPLETE_PATH_BAD_DEST):
- {
- SCRIPT_DEBUG_MESSAGE(("ERROR - M00_Action returned a Path Bad Destination Error!\n"));
- break;
- }
- case (ACTION_COMPLETE_MOVE_NO_PROGRESS_MADE):
- {
- SCRIPT_DEBUG_MESSAGE(("ERROR - M00_Action returned a No Progress Made Error!\n"));
- break;
- }
- case (ACTION_COMPLETE_ATTACK_OUT_OF_RANGE):
- {
- SCRIPT_DEBUG_MESSAGE(("ERROR - M00_Action returned an Attack Out Of Range Error!\n"));
- break;
- }
- case (MOVEMENT_COMPLETE_ARRIVED):
- {
- SCRIPT_DEBUG_MESSAGE(("M00_Action returned a Movement Complete Arrived.\n"));
- break;
- }
- default:
- {
- SCRIPT_DEBUG_MESSAGE(("M00_Action returned with default success.\n"));
- break;
- }
- }
-
- }
- }
- }
- };
- 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")
- {
- void Created(GameObject* obj)
- {
- if (Get_Int_Parameter("Start_Now"))
- {
- Set_Innate_Position (obj);
- }
- }
- void Custom( GameObject * obj, int type, int param, GameObject * sender )
- {
- if (type == Get_Int_Parameter("Receive_Type"))
- {
- if (param == Get_Int_Parameter("Receive_Param_On"))
- {
- Set_Innate_Position (obj);
- }
- }
- }
- void Set_Innate_Position (GameObject* obj)
- {
- Commands->Set_Innate_Soldier_Home_Location(obj, Get_Vector3_Parameter("Home_Location"), Get_Float_Parameter("Wander_Distance"));
- }
- };
- DECLARE_SCRIPT (M00_Action_Innate_Follow_Waypath, "Waypath_ID:int")
- {
- void Created (GameObject* obj)
- {
- Perform_Action (obj);
- }
- void Action_Complete(GameObject * obj, int action_id, ActionCompleteReason complete_reason)
- {
- //Commands->Start_Timer (obj, this, 3.0f, 32);
- }
- void Timer_Expired (GameObject * obj, int timer_id)
- {
- if (timer_id == 32)
- {
- Perform_Action (obj);
- }
- }
- void Perform_Action (GameObject* obj)
- {
- /*
- ActionParamsStruct params;
- params.Set_Basic(this, 29, 11);
- params.Set_Movement(Vector3(0.0f,0.0f,0.0f), 0.5f, 1.0f);
- params.WaypathID = Get_Int_Parameter("Waypath_ID");
- Commands->Action_Goto (obj, params);
- */
- }
- };
- DECLARE_SCRIPT (M00_Action_Innate_Follow_Player, "")
- {
- void Created (GameObject* obj)
- {
- Commands->Start_Timer (obj, this, 1.0f, 33);
- }
- void Timer_Expired (GameObject* obj, int timer_id)
- {
- if (timer_id == 33)
- {
- Vector3 my_loc = Commands->Get_Position(obj);
- GameObject * nearest = Commands->Get_A_Star (my_loc);
- if (nearest)
- {
- ActionParamsStruct params;
- params.Set_Basic(this, 39, 11);
- params.Set_Movement(nearest, 1.0f, 3.0f);
- Commands->Action_Goto (nearest, params);
- Commands->Start_Timer (obj, this, 10.0f, 33);
- }
- }
- }
- };
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