Serious-Engine/Sources/Entities/Pendulum.es

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2016-04-08 00:11:36 +02:00
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%{
#include "Entities/StdH/StdH.h"
%}
class CPendulum: CMovableBrushEntity {
name "Pendulum";
thumbnail "Thumbnails\\Pendulum.tbn";
features "HasName", "IsTargetable";
properties:
1 CTString m_strName "Name" 'N' = "Pendulum", // name
2 BOOL m_bDynamicShadows "Dynamic shadows" = FALSE, // if has dynamic shadows
3 FLOAT m_fMaxAngle "Maximum angle" = 60.0f, // pendulum will never go over this angle
5 FLOAT m_fSpeed = 0.0f, // current speed
6 FLOAT m_fDampFactor "Damp factor" = 0.9f, // dump factor
7 FLOAT m_fPendulumFactor "Pendulum factor" = 1.0f, // pendulum factor
8 FLOAT m_fImpulseFactor "Damage impulse factor" = 0.01f, // factor applied to damage ammount
9 FLOAT m_fTriggerImpulse "Impulse on trigger" = 10.0f, // ipulse given on trigger
10 BOOL m_bActive "Active" 'A' = TRUE, // if pendulum is active by default
components:
functions:
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
if( !m_bActive)
{
return;
}
// get vector in direction of oscilation
FLOAT3D vOscilatingDirection;
GetHeadingDirection( -90.0f, vOscilatingDirection);
// project damage direction onto oscilating direction
FLOAT fImpulse = vDirection%vOscilatingDirection;
// calculate impulse strength
fImpulse *= fDamageAmmount*m_fImpulseFactor;
// apply impulse
m_fSpeed += fImpulse;
SetDesiredRotation( ANGLE3D(0, 0, m_fSpeed));
}
/* Post moving */
void PostMoving()
{
CMovableBrushEntity::PostMoving();
ANGLE fCurrentBanking = GetPlacement().pl_OrientationAngle(3);
FLOAT fNewSpeed = m_fSpeed*m_fDampFactor-m_fPendulumFactor*fCurrentBanking;
// if maximum angle achieved, stop in place and turn back
if( Abs( fCurrentBanking) > m_fMaxAngle && Sgn(fNewSpeed)==Sgn(fCurrentBanking))
{
fNewSpeed = 0.0f;
}
m_fSpeed = fNewSpeed;
SetDesiredRotation( ANGLE3D(0, 0, fNewSpeed));
// if angle is not zero
if (Abs( fCurrentBanking) > 1.0f)
{
// clear in rendering flag
SetFlags(GetFlags()&~ENF_INRENDERING);
}
};
procedures:
Main() {
// declare yourself as a brush
InitAsBrush();
SetPhysicsFlags(EPF_BRUSH_MOVING);
SetCollisionFlags(ECF_BRUSH);
// non-zoning brush
SetFlags(GetFlags()&~ENF_ZONING);
// set dynamic shadows as needed
if (m_bDynamicShadows) {
SetFlags(GetFlags()|ENF_DYNAMICSHADOWS);
} else {
SetFlags(GetFlags()&~ENF_DYNAMICSHADOWS);
}
// start moving
wait() {
on( EActivate):
{
m_bActive = TRUE;
resume;
}
on( EDeactivate):
{
m_bActive = FALSE;
resume;
}
on( ETrigger):
{
if( m_bActive)
{
// apply impulse
m_fSpeed += m_fTriggerImpulse;
AddToMovers();
}
resume;
}
}
Destroy();
stop;
return;
}
};