Serious-Engine/Sources/Entities/Twister.es

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2016-04-08 00:11:36 +02:00
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%{
#include "Entities/StdH/StdH.h"
#define ECF_TWISTER ( \
((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_TWISTER ( \
EPF_ONBLOCK_CLIMBORSLIDE|EPF_ORIENTEDBYGRAVITY|\
EPF_TRANSLATEDBYGRAVITY|EPF_MOVABLE)
%}
uses "Entities/Elemental";
enum TwisterSize {
0 TWS_SMALL "", // small twister
1 TWS_BIG "", // big twister
2 TWS_LARGE "", // large twister
};
// input parameter for twister
event ETwister {
CEntityPointer penOwner, // entity which owns it
enum TwisterSize EtsSize, // twister size
};
%{
static EntityInfo eiTwister = {
EIBT_AIR, 0.0f,
0.0f, 1.0f, 0.0f,
0.0f, 0.75f, 0.0f,
};
#define MOVE_FREQUENCY 0.1f
#define ROTATE_SPEED 10000.0f
#define MOVE_SPEED 7.5f
%}
class CTwister : CMovableModelEntity {
name "Twister";
thumbnail "";
properties:
1 CEntityPointer m_penOwner, // entity which owns it
2 enum TwisterSize m_EtsSize = TWS_SMALL, // size (type)
3 FLOAT3D m_vStartPosition = FLOAT3D(0,0,0), // start position
// internal -> do not use
10 FLOAT3D m_vDesiredPosition = FLOAT3D(0,0,0),
11 FLOAT3D m_vDesiredAngle = FLOAT3D(0,0,0),
12 FLOAT m_fStopTime = 0.0f,
13 FLOAT m_fActionRadius = 0.0f,
14 FLOAT m_fActionTime = 0.0f,
15 FLOAT m_fDiffMultiply = 0.0f,
16 FLOAT m_fUpMultiply = 0.0f,
20 BOOL m_bFadeOut = FALSE,
21 FLOAT m_fFadeStartTime = 0.0f,
22 FLOAT m_fFadeTime = 2.0f,
components:
// ********* TWISTER *********
10 model MODEL_TWISTER "Models\\Enemies\\Elementals\\Twister.mdl",
11 texture TEXTURE_TWISTER "Models\\Enemies\\Elementals\\AirMan01.tex",
functions:
/* Entity info */
void *GetEntityInfo(void) {
return &eiTwister;
};
/* Receive damage */
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
return;
};
/************************************************************
* FADE OUT *
************************************************************/
BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient) {
if (m_bFadeOut) {
FLOAT fTimeRemain = m_fFadeStartTime + m_fFadeTime - _pTimer->CurrentTick();
if (fTimeRemain < 0.0f) { fTimeRemain = 0.0f; }
COLOR colAlpha = GetModelObject()->mo_colBlendColor;
colAlpha = (colAlpha&0xffffff00) + (COLOR(fTimeRemain/m_fFadeTime*0xff)&0xff);
GetModelObject()->mo_colBlendColor = colAlpha;
}
return CMovableModelEntity::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
};
/************************************************************
* MOVING FUNCTIONS *
************************************************************/
// calculate rotation
void CalcHeadingRotation(ANGLE aWantedHeadingRelative, ANGLE &aRotation) {
// normalize it to [-180,+180] degrees
aWantedHeadingRelative = NormalizeAngle(aWantedHeadingRelative);
// if desired position is left
if (aWantedHeadingRelative < -ROTATE_SPEED*MOVE_FREQUENCY) {
// start turning left
aRotation = -ROTATE_SPEED;
// if desired position is right
} else if (aWantedHeadingRelative > ROTATE_SPEED*MOVE_FREQUENCY) {
// start turning right
aRotation = +ROTATE_SPEED;
// if desired position is more-less ahead
} else {
aRotation = aWantedHeadingRelative/MOVE_FREQUENCY;
}
};
// calculate angle from position
void CalcAngleFromPosition() {
// find relative orientation towards the desired position
m_vDesiredAngle = (m_vDesiredPosition - GetPlacement().pl_PositionVector).Normalize();
};
// rotate entity to desired angle
void RotateToAngle() {
// find relative heading towards the desired angle
ANGLE aRotation;
CalcHeadingRotation(GetRelativeHeading(m_vDesiredAngle), aRotation);
// start rotating
SetDesiredRotation(ANGLE3D(aRotation, 0, 0));
};
// move in direction
void MoveInDirection() {
RotateToAngle();
// determine translation speed
FLOAT3D vTranslation(0.0f, 0.0f, 0.0f);
vTranslation(3) = -MOVE_SPEED;
// start moving
SetDesiredTranslation(vTranslation);
};
// move entity to desired position
void MoveToPosition() {
CalcAngleFromPosition();
MoveInDirection();
};
// rotate entity to desired position
void RotateToPosition() {
CalcAngleFromPosition();
RotateToAngle();
};
// stop moving entity
void StopMoving() {
StopRotating();
StopTranslating();
};
// stop rotating entity
void StopRotating() {
SetDesiredRotation(ANGLE3D(0, 0, 0));
};
// stop translating
void StopTranslating() {
SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, 0.0f));
};
/************************************************************
* ATTACK SPECIFIC *
************************************************************/
void SpinEntity(CEntity *pen) {
// don't spin air elemental and another twister
if (!(IsOfClass(pen, "Elemental") && ((CElemental&)*pen).m_EetType==ELT_AIR) &&
!(IsOfClass(pen, "Twister"))) {
if (pen->GetPhysicsFlags()&EPF_MOVABLE) {
// throw target away
FLOAT3D vSpeed;
vSpeed = FLOAT3D(en_mRotation(1, 2), en_mRotation(2, 2), en_mRotation(3, 2)) * m_fUpMultiply;
FLOAT3D vDiff = (pen->GetPlacement().pl_PositionVector - GetPlacement().pl_PositionVector).Normalize();
vSpeed += (vDiff*m_fDiffMultiply) * pen->en_mRotation;
// give absolute speed
((CMovableEntity&)*pen).en_vCurrentTranslationAbsolute = vSpeed;
((CMovableEntity&)*pen).en_aDesiredRotationRelative = ANGLE3D(180.0f, 0, 0);
// damage
FLOAT3D vDirection;
AnglesToDirectionVector(GetPlacement().pl_OrientationAngle, vDirection);
InflictDirectDamage(pen, m_penOwner, DMT_IMPACT, 0.1f, GetPlacement().pl_PositionVector, vDirection);
}
}
};
/************************************************************
* P R O C E D U R E S *
************************************************************/
procedures:
// --->>> MAIN
Main(ETwister et) {
// remember the initial parameters
ASSERT(et.penOwner!=NULL);
m_penOwner = et.penOwner;
m_EtsSize = et.EtsSize;
// initialization
InitAsModel();
SetPhysicsFlags(EPF_TWISTER);
SetCollisionFlags(ECF_TWISTER);
SetFlags(GetFlags() | ENF_SEETHROUGH);
SetModel(MODEL_TWISTER);
SetModelMainTexture(TEXTURE_TWISTER);
// setup
switch(m_EtsSize) {
case TWS_SMALL:
m_fActionRadius = 10;
m_fActionTime = 10;
m_fUpMultiply = 5.0f;
m_fDiffMultiply = 1.0f;
break;
case TWS_BIG:
m_fActionRadius = 15;
m_fActionTime = 20;
m_fUpMultiply = 10.0f;
m_fDiffMultiply = 4.0f;
GetModelObject()->StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f));
break;
case TWS_LARGE:
m_fActionRadius = 20;
m_fActionTime = 30;
m_fUpMultiply = 20.0f;
m_fDiffMultiply = 16.0f;
GetModelObject()->StretchModel(FLOAT3D(16.0f, 16.0f, 16.0f));
break;
}
ModelChangeNotify();
// start position
m_vStartPosition = GetPlacement().pl_PositionVector;
// move in range
m_fStopTime = _pTimer->CurrentTick() + 10.0f;
while(_pTimer->CurrentTick() < m_fStopTime) {
// new destination
FLOAT fR = FRnd()*10.0f;
FLOAT fA = FRnd()*360.0f;
m_vDesiredPosition = m_vStartPosition + FLOAT3D(CosFast(fA)*fR, 0, SinFast(fA)*fR);
while((m_vDesiredPosition - GetPlacement().pl_PositionVector).Length() > MOVE_SPEED*MOVE_FREQUENCY*2.0f &&
_pTimer->CurrentTick() < m_fStopTime) {
MoveToPosition();
wait(MOVE_FREQUENCY) {
on (EBegin) : { resume; }
on (ETimer) : { stop; }
on (EPass ep) : {
if (ep.penOther->GetRenderType()&RT_MODEL &&
ep.penOther->GetPhysicsFlags()&EPF_MOVABLE) {
SpinEntity(ep.penOther);
}
resume;
}
}
}
}
// fade out
m_fFadeStartTime = _pTimer->CurrentTick();
m_bFadeOut = TRUE;
m_fFadeTime = 2.0f;
autowait(m_fFadeTime);
// cease to exist
Destroy();
return;
}
};