Serious-Engine/Sources/Entities/PyramidSpaceShip.es

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2016-04-08 00:11:36 +02:00
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%{
#include "Entities/StdH/StdH.h"
#include "Models/CutSequences/SpaceShip/SpaceShip.h"
#include "Models/CutSequences/SpaceShip/Door.h"
#include "Models/CutSequences/SpaceShip/LightBeam.h"
#include "Entities/Effector.h"
#include "Entities/Light.h"
%}
uses "Entities/PyramidSpaceShipMarker";
enum PSSState {
0 PSSS_IDLE "Idle", // idle
1 PSSS_MOVING "Moving", // process of moving trough markers
2 PSSS_REACHED_DESTINATION "Reached destination", // process of turning on
3 PSSS_KILLING_BEAM_FIREING "Killing beam fireing", // killing beam fireing
4 PSSS_BEAM_DEACTIVATED "Killing beam deactivated", // killing beam gas been deactivated, wait to pick up Sam
5 PSSS_DOORS_CLOSED "Doors closed", // doors closed
};
event EForcePathMarker {
CEntityPointer penForcedPathMarker,
};
%{
#define STRETCH_X (200.0f*m_fStretch)
#define STRETCH_Y (100.0f*m_fStretch)
#define STRETCH_Z (200.0f*m_fStretch)
#define PSS_STRETCH (FLOAT3D(STRETCH_X, STRETCH_Y, STRETCH_Z)*m_fStretch)
#define SND_FALLOFF 1000.0f
#define SND_HOTSPOT 250.0f
#define SND_VOLUME 2.0f
#define BIG_LIGHT_BEAM_LIFE_TIME (8.0f)
#define SMALL_FLARE_WAIT 2.0f
#define SMALL_FLARES_LIFE_TIME (BIG_LIGHT_BEAM_LIFE_TIME+SMALL_FLARE_WAIT)
#define SMALL_LIGHTNING_WAIT 1.5f
#define SMALL_LIGHTININGS_LIFE_TIME (SMALL_FLARES_LIFE_TIME+SMALL_LIGHTNING_WAIT)
#define BIG_FLARE_WAIT 1.0f
#define BIG_FLARE_LIFE_TIME (SMALL_LIGHTININGS_LIFE_TIME+BIG_FLARE_WAIT)
#define BM_DX (0.414657f*STRETCH_X)
#define BM_DY (-1.72731f*STRETCH_Y)
#define BM_DZ (0.414657f*STRETCH_Z)
#define BM_FLARE_DY (-0.25f*STRETCH_Y)
#define BM_MASTER_Y (-1.76648f*STRETCH_Y)
%}
class CPyramidSpaceShip: CMovableModelEntity {
name "PyramidSpaceShip";
thumbnail "Thumbnails\\PyramidSpaceShip.tbn";
features "HasName", "IsTargetable", "IsImportant";
properties:
1 CTString m_strName "Name" 'N' = "Pyramid Space Ship", // name
3 FLOAT m_fMovingSpeed = 0.0f, // current speed
5 CEntityPointer m_penBeamHit "Beam hit target marker" 'T', // target point for light beam
6 CEntityPointer m_penLightBeam "Beam model holder" 'B', // light beam model holder
7 FLOAT m_tmBeamTime =-1.0f, // light beam time var
8 CEntityPointer m_penHitPlaceFlare "Hit place flare" 'H', // hit place model holder
9 FLOAT m_tmHitFlareTime =-1.0f, // light beam hit flare time var
10 FLOAT m_iRingCounter = 0, // ring counter
11 FLOAT m_fRatio =0.0f, // misc ratio
12 CTString m_strDescription = "", // description
13 enum PSSState m_epssState = PSSS_IDLE, // current state
14 FLOAT m_fStretch "Stretch" 'S' = 1.0f, // stretch factor
// path properties
20 BOOL m_bStopMoving = FALSE, // stop moving on next marker
21 CEntityPointer m_penTarget "Target" 'T' COLOR(C_lBLUE|0xFF), // next path target
29 CEntityPointer m_penFlyAwayTarget "Fly away path marker" COLOR(C_lBLUE|0xFF), // fly away path marker
22 CEntityPointer m_penLast, // previous marker
23 BOOL m_bMoving = FALSE, // set while moving
24 FLOAT m_fRot = 0.0f, // current rotation
25 FLOAT m_fLastRotSpeed = 0.0f, // last speed rotation
26 FLOAT m_fRotSpeed = 0.0f, // current speed rotation
27 BOOL m_bApplyDamageToHitted = TRUE, // if damage should be applied
28 FLOAT m_tmTemp = 0.0f, // temporary time var
30 FLOAT m_tmAtMarker = 0.0f, // time when current marker was reached
31 FLOAT m_tmDelta = 0.0f, // time to reach next marker
32 FLOAT3D m_vPNp0 = FLOAT3D(0,0,0),
33 FLOAT3D m_vPNp1 = FLOAT3D(0,0,0),
34 FLOAT3D m_vTNp0 = FLOAT3D(0,0,0),
35 FLOAT3D m_vTNp1 = FLOAT3D(0,0,0),
36 FLOATquat3D m_qPNp0 = FLOATquat3D(0,0,0,0),
37 FLOATquat3D m_qPNp1 = FLOATquat3D(0,0,0,0),
38 FLOATquat3D m_qANp0 = FLOATquat3D(0,0,0,0),
39 FLOATquat3D m_qANp1 = FLOATquat3D(0,0,0,0),
40 FLOAT m_fRotSpeedp0 = 0.0f,
41 FLOAT m_fRotSpeedp1 = 0.0f,
42 FLOAT m_fTRotSpeedp0 = 0.0f,
43 FLOAT m_fTRotSpeedp1 = 0.0f,
50 CSoundObject m_soPlates,
51 CSoundObject m_soBeamMachine,
52 CSoundObject m_soBeam,
53 CSoundObject m_soFlaresFX,
54 BOOL m_bFireingDeactivatedBeam=FALSE,
components:
1 model MODEL_SPACESHIP "Models\\CutSequences\\SpaceShip\\SpaceShip.mdl",
2 model MODEL_BODY "Models\\CutSequences\\SpaceShip\\Body.mdl",
3 texture TEXTURE_BODY "Models\\CutSequences\\SpaceShip\\Body.tex",
4 model MODEL_DOOR "Models\\CutSequences\\SpaceShip\\Door.mdl",
5 texture TEXTURE_DOOR "Models\\CutSequences\\SpaceShip\\Door.tex",
6 model MODEL_BEAMMACHINE "Models\\CutSequences\\SpaceShip\\BeamMachine.mdl",
7 texture TEXTURE_BEAMMACHINE "Models\\CutSequences\\SpaceShip\\BeamMachine.tex",
8 model MODEL_BEAMRIM "Models\\CutSequences\\SpaceShip\\BeamMachineRim.mdl",
9 texture TEXTURE_BEAMRIM "Models\\CutSequences\\SpaceShip\\BeamMachineRim.tex",
10 class CLASS_EFFECTOR "Classes\\Effector.ecl",
11 model MODEL_SHIP_INSIDE "Models\\CutSequences\\SpaceShip\\Fillin.mdl",
20 sound SOUND_PLATES "Sounds\\CutSequences\\SpaceShip\\SSPlates.wav",
21 sound SOUND_BEAMMACHINE "Sounds\\CutSequences\\SpaceShip\\SSProbe.wav",
22 sound SOUND_BEAM "Sounds\\CutSequences\\SpaceShip\\LaserBeam.wav",
23 sound SOUND_WARMUP "Sounds\\CutSequences\\SpaceShip\\Warmup.wav",
functions:
void Precache(void) {
PrecacheModel (MODEL_SPACESHIP );
PrecacheModel (MODEL_BODY );
PrecacheTexture (TEXTURE_BODY );
PrecacheModel (MODEL_DOOR );
PrecacheTexture (TEXTURE_DOOR );
PrecacheModel (MODEL_BEAMMACHINE );
PrecacheTexture (TEXTURE_BEAMMACHINE );
PrecacheModel (MODEL_BEAMRIM );
PrecacheModel (MODEL_SHIP_INSIDE );
PrecacheTexture (TEXTURE_BEAMRIM );
PrecacheClass (CLASS_EFFECTOR, ET_SIZING_RING_FLARE);
PrecacheClass (CLASS_EFFECTOR, ET_SIZING_BIG_BLUE_FLARE);
PrecacheClass (CLASS_EFFECTOR, ET_LIGHTNING);
PrecacheClass (CLASS_EFFECTOR, ET_MOVING_RING);
PrecacheSound (SOUND_PLATES );
PrecacheSound (SOUND_BEAMMACHINE );
PrecacheSound (SOUND_BEAM );
PrecacheSound (SOUND_WARMUP );
}
BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget)
{
if(penTarget==NULL)
{
return FALSE;
}
if( slPropertyOffset==offsetof(CPyramidSpaceShip, m_penTarget) ||
slPropertyOffset==offsetof(CPyramidSpaceShip, m_penFlyAwayTarget))
{
return( IsDerivedFromClass(penTarget, "Pyramid Space Ship Marker"));
}
return TRUE;
}
// Check if entity is moved on a route set up by its targets
BOOL MovesByTargetedRoute( CTString &strTargetProperty) const
{
strTargetProperty = "Target";
return TRUE;
}
/* Check if entity can drop marker for making linked route. */
BOOL DropsMarker( CTFileName &fnmMarkerClass, CTString &strTargetProperty) const
{
fnmMarkerClass = CTFILENAME("Classes\\PyramidSpaceShipMarker.ecl");
strTargetProperty = "Target";
return TRUE;
}
// returns description
const CTString &GetDescription(void) const
{
if (m_penTarget!=NULL) {
((CTString&)m_strDescription).PrintF("->%s", (const char*)m_penTarget->GetName());
} else {
((CTString&)m_strDescription).PrintF("-><none>");
}
return m_strDescription;
}
CPlacement3D GetLerpedPlacement(void) const
{
return CMovableEntity::GetLerpedPlacement();
}
void PreMoving()
{
// remember old placement for lerping
en_plLastPlacement = en_plPlacement;
}
void HideBeamMachine(void)
{
if(GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_BEAM_RIM) != NULL)
{
RemoveAttachment(SPACESHIP_ATTACHMENT_BEAM_RIM);
}
if(GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_BEAM) != NULL)
{
RemoveAttachment(SPACESHIP_ATTACHMENT_BEAM);
}
}
void ShowBeamMachine(void)
{
AddAttachment(SPACESHIP_ATTACHMENT_BEAM_RIM, MODEL_BEAMRIM, TEXTURE_BEAMRIM);
AddAttachment(SPACESHIP_ATTACHMENT_BEAM, MODEL_BEAMMACHINE, TEXTURE_BEAMMACHINE);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_BEAM_RIM)->amo_moModelObject.StretchModel(PSS_STRETCH);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_BEAM)->amo_moModelObject.StretchModel(PSS_STRETCH);
}
void InitializePathMoving( CPyramidSpaceShipMarker *penStartMarker)
{
// set as current
m_penTarget = penStartMarker;
m_epssState = PSSS_MOVING;
// check all markers for correct type and numbers
INDEX ctMarkers=1;
CPyramidSpaceShipMarker *pcm0 = (CPyramidSpaceShipMarker*)&*m_penTarget;
if( pcm0 == NULL)
{
return;
}
CPyramidSpaceShipMarker *pcm = (CPyramidSpaceShipMarker*)&*pcm0->m_penTarget;
// loop thru markers
while( pcm!=NULL && pcm->m_penTarget!=pcm0)
{
pcm = (CPyramidSpaceShipMarker*)&*pcm->m_penTarget;
if (pcm==NULL) {
WarningMessage( "Space ship path - broken link!");
return;
}
ctMarkers++;
if (ctMarkers>500) {
WarningMessage( "Space ship path - invalid marker loop!");
return;
}
}
// check if we have enough markers to do smooth interpolation
if( ctMarkers<2) {
WarningMessage( "Space ship path requires at least 2 markers in order to work!");
return;
}
// prepare internal variables
FLOAT tmCurrent = _pTimer->CurrentTick();
m_tmAtMarker = tmCurrent;
m_tmDelta = 0.0f;
m_bStopMoving = FALSE;
m_penLast = pcm; // keep last marker
ASSERT( pcm->m_penTarget == m_penTarget);
m_bMoving = TRUE;
AddToMovers();
}
void DoMoving()
{
if (!m_bMoving) {
return;
}
// read current tick
FLOAT tmCurrent = _pTimer->CurrentTick();
// lerping is initially enabled
BOOL bLerping = TRUE;
// if we hit a marker
if( tmCurrent > (m_tmAtMarker+m_tmDelta - _pTimer->TickQuantum*3/2))
{
// get markers
CPyramidSpaceShipMarker *pcmNm1 = &(CPyramidSpaceShipMarker&)*m_penLast;
CPyramidSpaceShipMarker *pcmNp0 = &(CPyramidSpaceShipMarker&)*m_penTarget;
CPyramidSpaceShipMarker *pcmNp1 = &(CPyramidSpaceShipMarker&)*pcmNp0->m_penTarget;
CPyramidSpaceShipMarker *pcmNp2 = &(CPyramidSpaceShipMarker&)*pcmNp1->m_penTarget;
// if there is a trigger at the hit marker
if (pcmNp0->m_penTrigger!=NULL) {
// trigger it
SendToTarget(pcmNp0->m_penTrigger, EET_TRIGGER, NULL);
}
// update markers for next interval
m_penTarget = pcmNp1;
m_penLast = pcmNp0;
// get markers
CPyramidSpaceShipMarker &cmNm1 = *pcmNm1;
CPyramidSpaceShipMarker &cmNp0 = *pcmNp0;
CPyramidSpaceShipMarker &cmNp1 = *pcmNp1;
CPyramidSpaceShipMarker &cmNp2 = *pcmNp2;
// get positions from four markers
const FLOAT3D &vPNm1 = cmNm1.GetPlacement().pl_PositionVector;
const FLOAT3D &vPNp0 = cmNp0.GetPlacement().pl_PositionVector;
const FLOAT3D &vPNp1 = cmNp1.GetPlacement().pl_PositionVector;
const FLOAT3D &vPNp2 = cmNp2.GetPlacement().pl_PositionVector;
ANGLE3D aPNm1 = cmNm1.GetPlacement().pl_OrientationAngle;
ANGLE3D aPNp0 = cmNp0.GetPlacement().pl_OrientationAngle;
ANGLE3D aPNp1 = cmNp1.GetPlacement().pl_OrientationAngle;
ANGLE3D aPNp2 = cmNp2.GetPlacement().pl_OrientationAngle;
FLOAT fRotSpeedm1 = cmNm1.m_fRotSpeed;
FLOAT fRotSpeedp0 = cmNp0.m_fRotSpeed;
FLOAT fRotSpeedp1 = cmNp1.m_fRotSpeed;
FLOAT fRotSpeedp2 = cmNp2.m_fRotSpeed;
// find quaternions for rotations
FLOATquat3D qPNm1; qPNm1.FromEuler(aPNm1);
FLOATquat3D qPNp0; qPNp0.FromEuler(aPNp0);
FLOATquat3D qPNp1; qPNp1.FromEuler(aPNp1);
FLOATquat3D qPNp2; qPNp2.FromEuler(aPNp2);
// make all angles between quaternion pairs acute
if( qPNm1%qPNp0<0 ) {
qPNp0 = -qPNp0;
}
if( qPNp0%qPNp1<0 ) {
qPNp1 = -qPNp1;
}
if( qPNp1%qPNp2<0 ) {
qPNp2 = -qPNp2;
}
// update time and position
m_tmAtMarker = m_tmAtMarker+m_tmDelta;
m_tmDelta = cmNp0.m_fDeltaTime;
m_vPNp0 = vPNp0;
m_vPNp1 = vPNp1;
m_fRotSpeedp0 = fRotSpeedp0;
m_fRotSpeedp1 = fRotSpeedp1;
m_qPNp0 = qPNp0;
m_qPNp1 = qPNp1;
// determine delta time multipliers
FLOAT tmDNm1 = cmNm1.m_fDeltaTime;
FLOAT tmDNp0 = cmNp0.m_fDeltaTime;
FLOAT tmDNp1 = cmNp1.m_fDeltaTime;
FLOAT fD0 = 2*tmDNp0 / (tmDNm1+tmDNp0);
FLOAT fD1 = 2*tmDNp0 / (tmDNp0+tmDNp1);
// determine biases, tensions and continuities
FLOAT fBNp0 = cmNp0.m_fBias;
FLOAT fTNp0 = cmNp0.m_fTension;
FLOAT fCNp0 = cmNp0.m_fContinuity;
FLOAT fBNp1 = cmNp1.m_fBias;
FLOAT fTNp1 = cmNp1.m_fTension;
FLOAT fCNp1 = cmNp1.m_fContinuity;
FLOAT fF00 = (1-fTNp0)*(1-fCNp0)*(1-fBNp0) / 2;
FLOAT fF01 = (1-fTNp0)*(1+fCNp0)*(1+fBNp0) / 2;
FLOAT fF10 = (1-fTNp1)*(1+fCNp1)*(1-fBNp1) / 2;
FLOAT fF11 = (1-fTNp1)*(1-fCNp1)*(1+fBNp1) / 2;
// find tangents for translation
m_vTNp0 = ( (vPNp1-vPNp0) * fF00 + (vPNp0-vPNm1) * fF01) * fD0;
m_vTNp1 = ( (vPNp2-vPNp1) * fF10 + (vPNp1-vPNp0) * fF11) * fD1;
// find tangents for moving speed
m_fTRotSpeedp0 = ( (fRotSpeedp1-fRotSpeedp0) * fF00 + (fRotSpeedp0-fRotSpeedm1) * fF01) * fD0;
m_fTRotSpeedp1 = ( (fRotSpeedp2-fRotSpeedp1) * fF10 + (fRotSpeedp1-fRotSpeedp0) * fF11) * fD1;
// find tangents for rotation
FLOATquat3D qTNp0, qTNp1;
qTNp0 = ( Log(qPNp0.Inv()*qPNp1) * fF00 + Log(qPNm1.Inv()*qPNp0) * fF01) * fD0;
qTNp1 = ( Log(qPNp1.Inv()*qPNp2) * fF10 + Log(qPNp0.Inv()*qPNp1) * fF11) * fD1;
// find squad parameters
m_qANp0 = qPNp0*Exp( (qTNp0 - Log(qPNp0.Inv()*qPNp1))/2 );
m_qANp1 = qPNp1*Exp( (Log(qPNp0.Inv()*qPNp1) - qTNp1)/2 );
// check for stop moving
if( cmNp0.m_bStopMoving && m_fRotSpeed==0.0f) {
m_bStopMoving = TRUE;
}
}
// calculate the parameter value and hermit basis
FLOAT fT = (tmCurrent - m_tmAtMarker) / m_tmDelta;
FLOAT fH0 = 2*fT*fT*fT - 3*fT*fT + 1;
FLOAT fH1 = -2*fT*fT*fT + 3*fT*fT;
FLOAT fH2 = fT*fT*fT - 2*fT*fT + fT;
FLOAT fH3 = fT*fT*fT - fT*fT;
// interpolate position, rotation and fov
FLOAT3D vPos = m_vPNp0*fH0 + m_vPNp1*fH1 + m_vTNp0*fH2 + m_vTNp1*fH3;
FLOAT fRotSpeed = m_fRotSpeedp0*fH0 + m_fRotSpeedp1*fH1 + m_fTRotSpeedp0*fH2 + m_fTRotSpeedp1*fH3;
FLOATquat3D qRot = Squad(fT, m_qPNp0, m_qPNp1, m_qANp0, m_qANp1);
FLOATmatrix3D mRotLocal;
MakeRotationMatrixFast(mRotLocal, ANGLE3D(m_fRot,0,0));
FLOATmatrix3D mRot;
qRot.ToMatrix(mRot);
mRot = mRotLocal*mRot;
// just cache near polygons for various engine needs
en_vNextPosition = vPos;
en_mNextRotation = mRot;
CacheNearPolygons();
// set new placement
CPlacement3D plNew;
plNew.pl_PositionVector = vPos;
DecomposeRotationMatrixNoSnap(plNew.pl_OrientationAngle, mRot);
SetPlacement_internal(plNew, mRot, TRUE);
// if lerping is disabled
if (!bLerping) {
// make last placement same as this one
en_plLastPlacement = en_plPlacement;
}
// set new speed
m_fLastRotSpeed = m_fRotSpeed;
m_fRotSpeed = fRotSpeed;
m_fRot += m_fRotSpeed;
}
void PostMoving()
{
if (!m_bMoving) {
return;
}
//
if( m_bStopMoving) {
m_bMoving = FALSE;
// mark for removing from list of movers
en_ulFlags |= ENF_INRENDERING;
m_epssState = PSSS_REACHED_DESTINATION;
// remember old placement for lerping
en_plLastPlacement = en_plPlacement;
}
}
void SpawnBeamMachineFlares(void)
{
// spawn small beam machine flares
CPlacement3D plSpaceShip = GetPlacement();
CPlacement3D plFlare1 = CPlacement3D( FLOAT3D( BM_DX, BM_DY+BM_FLARE_DY, 0), ANGLE3D(0,0,0));
CPlacement3D plFlare2 = CPlacement3D( FLOAT3D( 0, BM_DY+BM_FLARE_DY, -BM_DZ), ANGLE3D(0,0,0));
CPlacement3D plFlare3 = CPlacement3D( FLOAT3D( -BM_DX, BM_DY+BM_FLARE_DY, 0), ANGLE3D(0,0,0));
CPlacement3D plFlare4 = CPlacement3D( FLOAT3D( 0, BM_DY+BM_FLARE_DY, BM_DZ), ANGLE3D(0,0,0));
plFlare1.RelativeToAbsolute(plSpaceShip);
plFlare2.RelativeToAbsolute(plSpaceShip);
plFlare3.RelativeToAbsolute(plSpaceShip);
plFlare4.RelativeToAbsolute(plSpaceShip);
CEntity *penFlare1 = CreateEntity( plFlare1, CLASS_EFFECTOR);
CEntity *penFlare2 = CreateEntity( plFlare2, CLASS_EFFECTOR);
CEntity *penFlare3 = CreateEntity( plFlare3, CLASS_EFFECTOR);
CEntity *penFlare4 = CreateEntity( plFlare4, CLASS_EFFECTOR);
ESpawnEffector eSpawnFlare;
eSpawnFlare.tmLifeTime = SMALL_FLARES_LIFE_TIME;
eSpawnFlare.tmLifeTime = 20.0f;
eSpawnFlare.eetType = ET_SIZING_RING_FLARE;
penFlare1->Initialize( eSpawnFlare);
penFlare2->Initialize( eSpawnFlare);
penFlare3->Initialize( eSpawnFlare);
penFlare4->Initialize( eSpawnFlare);
}
void SpawnBeamMachineMainFlare(void)
{
// spawn main flare
//CPlacement3D plSpaceShip = GetPlacement();
2016-04-08 00:11:36 +02:00
CPlacement3D plFlare = CPlacement3D( FLOAT3D(0, BM_MASTER_Y+BM_FLARE_DY, 0), ANGLE3D(0,0,0));
plFlare.RelativeToAbsolute(GetPlacement());
CEntity *penFlare = CreateEntity( plFlare, CLASS_EFFECTOR);
ESpawnEffector eSpawnFlare;
eSpawnFlare.tmLifeTime = 20.0f;
eSpawnFlare.fSize = 1.0f;
eSpawnFlare.eetType = ET_SIZING_BIG_BLUE_FLARE;
penFlare->Initialize( eSpawnFlare);
}
void ShowBeamMachineHitFlare(void)
{
if( m_penHitPlaceFlare!=NULL && IsOfClass(m_penHitPlaceFlare, "ModelHolder2") )
{
CModelObject *pmo = m_penHitPlaceFlare->GetModelObject();
if( pmo != NULL)
{
m_penHitPlaceFlare->SwitchToModel();
}
}
}
void HideBeamMachineHitFlare(void)
{
m_tmHitFlareTime = -1;
if( m_penHitPlaceFlare!=NULL && IsOfClass(m_penHitPlaceFlare, "ModelHolder2") )
{
CModelObject *pmo = m_penHitPlaceFlare->GetModelObject();
if( pmo != NULL)
{
m_penHitPlaceFlare->SwitchToEditorModel();
pmo->mo_colBlendColor = C_WHITE|CT_OPAQUE;
}
}
}
void SpawnBeamMachineLightnings(void)
{
// spawn beam lightnings
CPlacement3D plLightning1 = CPlacement3D( FLOAT3D(BM_DX, BM_DY, 0), ANGLE3D(0,0,0));
CPlacement3D plLightning2 = CPlacement3D( FLOAT3D(0, BM_DY, -BM_DZ), ANGLE3D(0,0,0));
CPlacement3D plLightning3 = CPlacement3D( FLOAT3D(-BM_DX, BM_DY, 0), ANGLE3D(0,0,0));
CPlacement3D plLightning4 = CPlacement3D( FLOAT3D(0, BM_DY, BM_DZ), ANGLE3D(0,0,0));
CPlacement3D plLightningDest = CPlacement3D( FLOAT3D(0, BM_MASTER_Y, 0), ANGLE3D(0,0,0));
CPlacement3D plSpaceShip = GetPlacement();
plLightningDest.RelativeToAbsolute(plSpaceShip);
plLightning1.RelativeToAbsolute(plSpaceShip);
plLightning2.RelativeToAbsolute(plSpaceShip);
plLightning3.RelativeToAbsolute(plSpaceShip);
plLightning4.RelativeToAbsolute(plSpaceShip);
CEntity *penLightning1 = CreateEntity( plLightning1, CLASS_EFFECTOR);
CEntity *penLightning2 = CreateEntity( plLightning2, CLASS_EFFECTOR);
CEntity *penLightning3 = CreateEntity( plLightning3, CLASS_EFFECTOR);
CEntity *penLightning4 = CreateEntity( plLightning4, CLASS_EFFECTOR);
ESpawnEffector eSpawnLightning;
eSpawnLightning.eetType = ET_LIGHTNING;
eSpawnLightning.tmLifeTime = SMALL_LIGHTININGS_LIFE_TIME;
eSpawnLightning.vDestination = plLightningDest.pl_PositionVector;
eSpawnLightning.fSize = 16.0f;
eSpawnLightning.ctCount = 16;
penLightning1->Initialize( eSpawnLightning);
penLightning2->Initialize( eSpawnLightning);
penLightning3->Initialize( eSpawnLightning);
penLightning4->Initialize( eSpawnLightning);
}
void SpawnBeamMachineMainLightning(void)
{
// spawn main lightning
FLOAT3D vDestination = GetPlacement().pl_PositionVector + FLOAT3D( 0, BM_MASTER_Y, 0);
CPlacement3D plSource = CPlacement3D( vDestination, ANGLE3D(0,0,0));
if( m_penBeamHit != NULL)
{
plSource.pl_PositionVector = m_penBeamHit->GetPlacement().pl_PositionVector;
CEntity *penEffector = CreateEntity( plSource, CLASS_EFFECTOR);
ESpawnEffector eSpawnEffector;
eSpawnEffector.eetType = ET_LIGHTNING;
eSpawnEffector.tmLifeTime = BIG_LIGHT_BEAM_LIFE_TIME;
eSpawnEffector.vDestination = vDestination;
eSpawnEffector.fSize = 32.0f;
eSpawnEffector.ctCount = 32;
penEffector->Initialize( eSpawnEffector);
}
}
void SpawnMovingRing(void)
{
if( m_penBeamHit != NULL)
{
FLOAT3D vStart = GetPlacement().pl_PositionVector + FLOAT3D( 0, BM_MASTER_Y, 0);
CPlacement3D plSource = CPlacement3D( vStart, ANGLE3D(0,0,0));
FLOAT3D vHitPlace = m_penBeamHit->GetPlacement().pl_PositionVector;
CEntity *penEffector = CreateEntity( plSource, CLASS_EFFECTOR);
ESpawnEffector eSpawnEffector;
eSpawnEffector.eetType = ET_MOVING_RING;
eSpawnEffector.tmLifeTime = BIG_LIGHT_BEAM_LIFE_TIME;
eSpawnEffector.vDestination = vHitPlace+FLOAT3D(0.0f, 0.0f, 0.0f);
eSpawnEffector.fSize = 16.0f;
eSpawnEffector.ctCount = 2;
penEffector->Initialize( eSpawnEffector);
}
}
void TurnOnLightBeam(void)
{
if( m_penLightBeam!=NULL && IsOfClass(m_penLightBeam, "ModelHolder2") )
{
CModelObject *pmo = m_penLightBeam->GetModelObject();
m_penLightBeam->SwitchToModel();
pmo->mo_colBlendColor = C_WHITE|CT_OPAQUE;
}
}
void TurnOffLightBeam(void)
{
m_tmBeamTime=-1.0f;
if( m_penLightBeam!=NULL && IsOfClass(m_penLightBeam, "ModelHolder2") )
{
m_penLightBeam->SwitchToEditorModel();
CModelObject *pmo = m_penLightBeam->GetModelObject();
}
}
BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
{
FLOAT fBeamRatio = 1.0f;
// light beam
if( m_penLightBeam!=NULL && IsOfClass(m_penLightBeam, "ModelHolder2") )
{
CModelObject *pmo = m_penLightBeam->GetModelObject();
if( pmo != NULL)
{
if( m_tmBeamTime>-1.0f)
{
FLOAT fT = _pTimer->CurrentTick()-m_tmBeamTime;
fBeamRatio = 1.0f-ClampUp(fT/2.0f, 1.0f);
UBYTE ub = UBYTE (255.0f*fBeamRatio);
COLOR col = RGBAToColor(ub,ub,ub,ub);
pmo->mo_colBlendColor = col;
}
}
}
// hit flare
if( m_penHitPlaceFlare!=NULL && IsOfClass(m_penHitPlaceFlare, "ModelHolder2") )
{
CModelObject *pmo = m_penHitPlaceFlare->GetModelObject();
if( pmo != NULL)
{
if( m_tmHitFlareTime>-1.0f)
{
FLOAT fT = _pTimer->CurrentTick()-m_tmHitFlareTime;
FLOAT fRatio = (Sin(fT*2000)*0.5f+0.5f)*(Sin(fT*1333)*0.5f+0.5f);
/*if(fRatio>0.5f)
{
fRatio=0.0f;
}
else
{
fRatio=1.0f;
}*/
UBYTE ub = UBYTE((200+55*fRatio)*fBeamRatio);
//ub = 255;
COLOR col = RGBAToColor(ub,ub,ub,ub);
pmo->mo_colBlendColor = col;
}
}
}
return FALSE;
};
procedures:
OpenDoors()
{
// if ship inside not yet added
if( GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_SHIPINSIDE) == NULL)
{
// add it
AddAttachment( SPACESHIP_ATTACHMENT_SHIPINSIDE, MODEL_SHIP_INSIDE, TEXTURE_BODY);
GetModelObject()->StretchModel(PSS_STRETCH);
}
ShowBeamMachine();
PlaySound( m_soPlates, SOUND_PLATES, SOF_3D);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR1)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPENING, 0);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR2)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPENING, 0);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR3)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPENING, 0);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR4)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPENING, 0);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR5)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPENING, 0);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR6)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPENING, 0);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR7)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPENING, 0);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR8)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPENING, 0);
// all children lights named pulsating should pulsate
FOREACHINLIST( CEntity, en_lnInParent, en_lhChildren, iten)
{
if( IsOfClass(iten, "Light"))
{
if( iten->GetName() == "Pulsating")
{
CLight *penLight = (CLight *) &*iten;
EChangeAnim eChange;
eChange.iLightAnim=3;
eChange.bLightLoop=TRUE;
penLight->SendEvent(eChange);
}
else if( iten->GetName() == "Motors")
{
CLight *penLight = (CLight *) &*iten;
EChangeAnim eChange;
eChange.iLightAnim=4;
eChange.bLightLoop=TRUE;
penLight->SendEvent(eChange);
}
}
}
m_epssState = PSSS_KILLING_BEAM_FIREING;
return EReturn();
}
CloseDoors()
{
m_epssState=PSSS_DOORS_CLOSED;
// if ship inside attachment added
if( GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_SHIPINSIDE) != NULL)
{
PlaySound( m_soPlates, SOUND_PLATES, SOF_3D);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR1)->amo_moModelObject.PlayAnim(DOOR_ANIM_CLOSING, 0);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR2)->amo_moModelObject.PlayAnim(DOOR_ANIM_CLOSING, 0);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR3)->amo_moModelObject.PlayAnim(DOOR_ANIM_CLOSING, 0);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR4)->amo_moModelObject.PlayAnim(DOOR_ANIM_CLOSING, 0);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR5)->amo_moModelObject.PlayAnim(DOOR_ANIM_CLOSING, 0);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR6)->amo_moModelObject.PlayAnim(DOOR_ANIM_CLOSING, 0);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR7)->amo_moModelObject.PlayAnim(DOOR_ANIM_CLOSING, 0);
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR8)->amo_moModelObject.PlayAnim(DOOR_ANIM_CLOSING, 0);
autowait( GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR1)->amo_moModelObject.GetAnimLength(DOOR_ANIM_CLOSING));
// remove ship inside attachment
RemoveAttachment( SPACESHIP_ATTACHMENT_SHIPINSIDE);
}
HideBeamMachine();
InitializePathMoving( (CPyramidSpaceShipMarker*)&*m_penFlyAwayTarget);
return EReturn();
}
FireLightBeam()
{
if(m_epssState==PSSS_DOORS_CLOSED)
{
return;
}
if(m_epssState==PSSS_BEAM_DEACTIVATED)
{
m_bFireingDeactivatedBeam=TRUE;
}
PlaySound( m_soBeamMachine, SOUND_BEAMMACHINE, SOF_3D);
GetModelObject()->PlayAnim(SPACESHIP_ANIM_OPENING, 0);
autowait( GetModelObject()->GetAnimLength(SPACESHIP_ANIM_OPENING));
PlaySound( m_soBeamMachine, SOUND_WARMUP, SOF_3D);
SpawnBeamMachineFlares();
autowait( SMALL_FLARE_WAIT);
SpawnBeamMachineLightnings();
autowait( SMALL_LIGHTNING_WAIT);
SpawnBeamMachineMainFlare();
autowait( BIG_FLARE_WAIT);
// turn on light beam
TurnOnLightBeam();
if(!m_bFireingDeactivatedBeam)
{
SpawnBeamMachineMainLightning();
}
m_soBeam.Set3DParameters(SND_FALLOFF, SND_HOTSPOT, SND_VOLUME, 1.0f);
PlaySound( m_soBeam, SOUND_BEAM, SOF_3D|SOF_LOOP);
ShowBeamMachineHitFlare();
m_tmHitFlareTime = _pTimer->CurrentTick();
m_iRingCounter = 0;
while(_pTimer->CurrentTick()<m_tmHitFlareTime+BIG_LIGHT_BEAM_LIFE_TIME)
{
// spawn one moving ring
if( m_iRingCounter < 16)
{
SpawnMovingRing();
m_iRingCounter++;
}
// apply beam damage
m_tmTemp = _pTimer->CurrentTick();
while( _pTimer->CurrentTick() < m_tmTemp+0.49f)
{
autowait(_pTimer->TickQuantum);
// cast ray for possible damage
if( m_penBeamHit != NULL && !m_bFireingDeactivatedBeam)
{
// cast ray
FLOAT3D vSource = GetPlacement().pl_PositionVector + FLOAT3D( 0, BM_MASTER_Y, 0);
FLOAT3D vDestination = m_penBeamHit->GetPlacement().pl_PositionVector;
CCastRay crRay( this, vSource, vDestination);
crRay.cr_bHitTranslucentPortals = FALSE;
crRay.cr_bPhysical = FALSE;
crRay.cr_ttHitModels = CCastRay::TT_COLLISIONBOX;
crRay.cr_fTestR = 16.0f;
GetWorld()->CastRay(crRay);
// if entity is hit
if( crRay.cr_penHit != NULL)
{
InflictDirectDamage( crRay.cr_penHit, this, DMT_BULLET,
10000.0f/GetGameDamageMultiplier()*_pTimer->TickQuantum/0.5f/16.0f,
FLOAT3D(0, 0, 0), (vSource-vDestination).Normalize());
crRay.cr_penHit->SendEvent( EHitBySpaceShipBeam());
}
}
}
}
m_tmBeamTime = _pTimer->CurrentTick();
while(_pTimer->CurrentTick()<m_tmBeamTime+2.0f)
{
autowait(_pTimer->TickQuantum);
FLOAT tmNow = _pTimer->CurrentTick();
FLOAT fRatio = CalculateRatio(tmNow, m_tmBeamTime, m_tmBeamTime+2.0f, 0, 1.0f);
m_soBeam.Set3DParameters(SND_FALLOFF, SND_HOTSPOT, fRatio*SND_VOLUME, 1.0f);
}
// turn off light beam
TurnOffLightBeam();
HideBeamMachineHitFlare();
// little pause
autowait( 2.0f);
GetModelObject()->PlayAnim(SPACESHIP_ANIM_CLOSING, 0);
PlaySound( m_soBeamMachine, SOUND_BEAMMACHINE, SOF_3D);
autowait( GetModelObject()->GetAnimLength(SPACESHIP_ANIM_CLOSING));
m_tmHitFlareTime = -1.0f;
m_tmBeamTime = -1.0f;
if(m_bFireingDeactivatedBeam)
{
jump CloseDoors();
}
return EReturn();
}
Main() {
// declare yourself as a model
InitAsEditorModel();
//InitAsEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL|EPF_MOVABLE);
SetCollisionFlags(ECF_MODEL_HOLDER);
en_fAcceleration = 1e6f;
en_fDeceleration = 1e6f;
m_soBeam.Set3DParameters(SND_FALLOFF, SND_HOTSPOT, SND_VOLUME, 1.0f);
m_soBeamMachine.Set3DParameters(SND_FALLOFF, SND_HOTSPOT, SND_VOLUME/2.0f, 1.0f);
m_soPlates.Set3DParameters(SND_FALLOFF, SND_HOTSPOT, SND_VOLUME/2.0f, 1.0f);
m_soFlaresFX.Set3DParameters(SND_FALLOFF, SND_HOTSPOT, SND_VOLUME, 1.0f);
// set appearance
SetModel(MODEL_SPACESHIP);
SetModelMainTexture(TEXTURE_BODY);
AddAttachment(SPACESHIP_ATTACHMENT_BODY, MODEL_BODY, TEXTURE_BODY);
AddAttachment(SPACESHIP_ATTACHMENT_DOOR1, MODEL_DOOR, TEXTURE_DOOR);
AddAttachment(SPACESHIP_ATTACHMENT_DOOR2, MODEL_DOOR, TEXTURE_DOOR);
AddAttachment(SPACESHIP_ATTACHMENT_DOOR3, MODEL_DOOR, TEXTURE_DOOR);
AddAttachment(SPACESHIP_ATTACHMENT_DOOR4, MODEL_DOOR, TEXTURE_DOOR);
AddAttachment(SPACESHIP_ATTACHMENT_DOOR5, MODEL_DOOR, TEXTURE_DOOR);
AddAttachment(SPACESHIP_ATTACHMENT_DOOR6, MODEL_DOOR, TEXTURE_DOOR);
AddAttachment(SPACESHIP_ATTACHMENT_DOOR7, MODEL_DOOR, TEXTURE_DOOR);
AddAttachment(SPACESHIP_ATTACHMENT_DOOR8, MODEL_DOOR, TEXTURE_DOOR);
GetModelObject()->StretchModel(PSS_STRETCH);
ModelChangeNotify();
m_bMoving = FALSE;
m_epssState = PSSS_IDLE;
m_bFireingDeactivatedBeam=FALSE;
autowait( 0.25f);
// turn off light beam
TurnOffLightBeam();
// turn off light beam hit flare
HideBeamMachineHitFlare();
// start moving
wait() {
on( EActivate):
{
SwitchToModel();
InitializePathMoving((CPyramidSpaceShipMarker*)&*m_penTarget);
resume;
}
on( ETrigger):
{
if(m_epssState == PSSS_IDLE)
{
// ignore all triggs
}
else if( m_epssState==PSSS_KILLING_BEAM_FIREING)
{
call FireLightBeam();
}
else if(m_epssState==PSSS_BEAM_DEACTIVATED)
{
call FireLightBeam();
}
else if(m_epssState == PSSS_REACHED_DESTINATION)
{
call OpenDoors();
}
resume;
}
on (EForcePathMarker eForcePathMarker):
{
if(m_epssState != PSSS_IDLE)
{
m_penTarget = eForcePathMarker.penForcedPathMarker;
InitializePathMoving((CPyramidSpaceShipMarker*)&*m_penTarget);
}
resume;
}
on( EDeactivate):
{
m_epssState = PSSS_BEAM_DEACTIVATED;
resume;
}
on( EReturn):
{
resume;
}
}
Destroy();
return;
}
};