Serious-Engine/Sources/Entities/AirWave.es

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2016-04-08 00:11:36 +02:00
510
%{
#include "Entities/StdH/StdH.h"
#define ECF_AIRWAVE ( \
((ECBI_BRUSH|ECBI_MODEL|ECBI_CORPSE|ECBI_ITEM|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID)<<ECB_TEST) |\
((ECBI_MODEL|ECBI_CORPSE|ECBI_ITEM|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID)<<ECB_PASS) |\
((ECBI_MODEL)<<ECB_IS))
#define EPF_AIRWAVE ( \
EPF_ONBLOCK_SLIDE|EPF_MOVABLE|EPF_ORIENTEDBYGRAVITY|EPF_TRANSLATEDBYGRAVITY)
%}
// input parameter for air wave
event EAirWave {
CEntityPointer penLauncher, // entity which launch it
};
%{
#define SLIDE_TIME 5.0f
%}
class CAirWave : CMovableModelEntity {
name "Air wave";
thumbnail "";
properties:
1 CEntityPointer m_penLauncher, // entity which launch it
// internal -> do not use
10 FLOAT m_fDamageAmount = 0.0f, // water hit damage
11 FLOAT m_fIgnoreTime = 0.0f, // time when laucher will be ignored
12 FLOAT m_fStartTime = 0.0f, // projectile start time
components:
// ********* WATER *********
10 model MODEL_AIRWAVE "Models\\Enemies\\Mamut\\Projectile\\MamutProjectile.mdl",
11 texture TEXTURE_AIRWAVE "Models\\Enemies\\Mamut\\Projectile\\MamutProjectile.tex",
functions:
void PreMoving(void) {
// stretch model (1-9)
FLOAT3D vRatio = FLOAT3D(1, 1, 1);
vRatio *= 8*((_pTimer->CurrentTick()-m_fStartTime)/SLIDE_TIME)+1;
GetModelObject()->StretchModel(vRatio);
ModelChangeNotify();
CMovableModelEntity::PreMoving();
};
/************************************************************
* FADE OUT *
************************************************************/
BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient) {
FLOAT fTimeRemain = m_fStartTime + SLIDE_TIME - _pTimer->CurrentTick();
if (fTimeRemain < 0.0f) { fTimeRemain = 0.0f; }
COLOR colAlpha = GetModelObject()->mo_colBlendColor;
colAlpha = (colAlpha&0xffffff00) + (COLOR(fTimeRemain/SLIDE_TIME*0xff)&0xff);
GetModelObject()->mo_colBlendColor = colAlpha;
return CMovableModelEntity::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
};
/************************************************************
* ATTACK SPECIFIC *
************************************************************/
// air wave touch his valid target
void AirWaveTouch(CEntityPointer penHit) {
// time passed
FLOAT fTimeDiff = _pTimer->CurrentTick() - m_fStartTime;
FLOAT fRatio = (SLIDE_TIME - fTimeDiff) / 5.0f;
// direct damage
FLOAT3D vDirection;
AnglesToDirectionVector(GetPlacement().pl_OrientationAngle, vDirection);
InflictDirectDamage(penHit, m_penLauncher, DMT_PROJECTILE, 2.0f * fRatio,
GetPlacement().pl_PositionVector, vDirection);
// push target away
FLOAT3D vSpeed;
GetPitchDirection(90.0f, vSpeed);
vSpeed = vSpeed * 10.0f * fRatio;
KickEntity(penHit, vSpeed);
};
/************************************************************
* P R O C E D U R E S *
************************************************************/
procedures:
// --->>> PROJECTILE SLIDE ON BRUSH
AirWaveSlide(EVoid) {
m_fStartTime = _pTimer->CurrentTick();
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
// fly loop
wait(SLIDE_TIME) {
on (EBegin) : { resume; }
on (EPass epass) : {
BOOL bHit;
// ignore launcher within 1 second
bHit = epass.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime;
if (bHit) {
AirWaveTouch(epass.penOther);
}
resume;
}
on (ETouch etouch) : {
// clear time limit for launcher
m_fIgnoreTime = 0.0f;
// air wave is moving to slow (stuck somewhere) -> kill it
if (en_vCurrentTranslationAbsolute.Length() < 0.25f*en_vDesiredTranslationRelative.Length()) {
stop;
}
resume;
}
on (EDeath) : { stop; }
on (ETimer) : { stop; }
}
return EEnd();
};
// --->>> MAIN
Main(EAirWave eaw) {
// remember the initial parameters
ASSERT(eaw.penLauncher!=NULL);
m_penLauncher = eaw.penLauncher;
// initialization
InitAsModel();
SetPhysicsFlags(EPF_AIRWAVE);
SetCollisionFlags(ECF_AIRWAVE);
SetModel(MODEL_AIRWAVE);
SetModelMainTexture(TEXTURE_AIRWAVE);
// remember lauching time
m_fIgnoreTime = _pTimer->CurrentTick() + 1.0f;
// slide
autocall AirWaveSlide() EEnd;
// cease to exist
Destroy();
return;
}
};