mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
340 lines
9.1 KiB
Erlang
340 lines
9.1 KiB
Erlang
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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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103
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%{
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#include "StdH.h"
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%}
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uses "EntitiesMP/ShipMarker";
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event EHarbor {
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};
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%{
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// adjust angular velocity
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ANGLE AdjustRotationSpeed(ANGLE aDiference, ANGLE aMaxSpeed)
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{
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aDiference = NormalizeAngle(aDiference);
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aDiference = Clamp(aDiference, -aMaxSpeed, +aMaxSpeed);
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return aDiference;
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}
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%}
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class CShip : CMovableBrushEntity {
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name "Ship";
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thumbnail "Thumbnails\\Ship.tbn";
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features "HasName", "IsTargetable";
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properties:
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1 CTString m_strName "Name" 'N' = "Ship",
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2 CTString m_strDescription = "",
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3 CEntityPointer m_penTarget "Target" 'T',
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4 FLOAT m_fSpeed "Speed [m/s]" 'S' = 10.0f,
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5 FLOAT m_fRotation "Rotation [deg/s]" 'R' = 30.0f,
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6 FLOAT m_fRockingV "Rocking V" 'V' = 10.0f,
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7 FLOAT m_fRockingA "Rocking A" 'A' = 10.0f,
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8 FLOAT m_fAcceleration "Acceleration" 'C' = 10.0f,
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10 BOOL m_bMoving = TRUE,
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11 FLOAT m_fRockSign = 1.0f,
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12 FLOAT m_fLastTargetDistance = UpperLimit(0.0f),
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20 CEntityPointer m_penSail "Sail" 'L',
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21 ANIMATION m_iSailUpAnim "Sail roll-up anim"=0,
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22 ANIMATION m_iSailDownAnim "Sail roll-down anim"=0,
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23 ANIMATION m_iSailSailAnim "Sail sailing anim"=0,
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24 ANIMATION m_iSailWaveingAnim "Sail wawing anim"=0,
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30 FLOAT m_fOriginalRockingV = 0.0f,
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31 FLOAT m_fOriginalRockingA = 0.0f,
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32 FLOAT m_fNextRockingV = 0.0f,
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33 FLOAT m_fNextRockingA = 0.0f,
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34 FLOAT m_tmRockingChange=1, // how many second to change rocking parameters
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35 FLOAT m_tmRockingChangeStart=-1, // when changing of rocking parameters has started
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components:
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functions:
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/* Check if entity is moved on a route set up by its targets. */
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BOOL MovesByTargetedRoute(CTString &strTargetProperty) const {
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strTargetProperty = "Target";
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return TRUE;
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};
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/* Check if entity can drop marker for making linked route. */
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BOOL DropsMarker(CTFileName &fnmMarkerClass, CTString &strTargetProperty) const {
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fnmMarkerClass = CTFILENAME("Classes\\ShipMarker.ecl");
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strTargetProperty = "Target";
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return TRUE;
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}
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const CTString &GetDescription(void) const {
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((CTString&)m_strDescription).PrintF("-><none>");
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if (m_penTarget!=NULL) {
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((CTString&)m_strDescription).PrintF("->%s", m_penTarget->GetName());
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}
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return m_strDescription;
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}
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/* Get anim data for given animation property - return NULL for none. */
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CAnimData *GetAnimData(SLONG slPropertyOffset)
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{
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if((slPropertyOffset==offsetof(CShip, m_iSailUpAnim)
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||slPropertyOffset==offsetof(CShip, m_iSailDownAnim)
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||slPropertyOffset==offsetof(CShip, m_iSailSailAnim)
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||slPropertyOffset==offsetof(CShip, m_iSailWaveingAnim))
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&&m_penSail!=NULL) {
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return m_penSail->GetModelObject()->GetData();
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} else {
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return CEntity::GetAnimData(slPropertyOffset);
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}
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};
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// calculate velocities towards marker
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void SetMovingSpeeds(void)
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{
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// if the brush should not be moving, or there is no target
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if (!m_bMoving || m_penTarget==NULL) {
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// just rock
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SetDesiredRotation(ANGLE3D(0,0,GetRockingSpeed()));
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return;
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}
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CShipMarker *penTarget = (CShipMarker *)(CEntity*)m_penTarget;
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const CPlacement3D &plThis = GetPlacement();
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// get direction to target
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const FLOAT3D &vTarget = penTarget->GetPlacement().pl_PositionVector;
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const FLOAT3D &vNow = plThis.pl_PositionVector;
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FLOAT3D vDirection = vTarget-vNow;
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FLOAT fTargetDistance = vDirection.Length();
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// if got close enough
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if (fTargetDistance<m_fSpeed*5*_pTimer->TickQuantum) {
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// switch to next marker
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NextMarker();
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return;
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}
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vDirection/=fTargetDistance;
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ANGLE3D aAngle;
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DirectionVectorToAngles(vDirection, aAngle);
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aAngle-=plThis.pl_OrientationAngle;
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aAngle(1) = AdjustRotationSpeed(aAngle(1), m_fRotation);
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aAngle(2) = 0;
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aAngle(3) = GetRockingSpeed();
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SetDesiredRotation(aAngle);
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// set speed
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SetDesiredTranslation(FLOAT3D(0,0,-m_fSpeed));
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en_fAcceleration = m_fAcceleration;
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en_fDeceleration = m_fAcceleration;
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}
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// calculate rocking velocity
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ANGLE GetRockingSpeed(void)
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{
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// if rocking changing time has not passed
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TIME tmSinceChangeStarted = _pTimer->CurrentTick()-m_tmRockingChangeStart;
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if (tmSinceChangeStarted<m_tmRockingChange) {
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// calculate current rocking parameters
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FLOAT fFactor = tmSinceChangeStarted/m_tmRockingChange;
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m_fRockingV = Lerp(m_fOriginalRockingV, m_fNextRockingV, fFactor);
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m_fRockingA = Lerp(m_fOriginalRockingA, m_fNextRockingA, fFactor);
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}
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if (m_fRockingV==0) {
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return 0;
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}
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ANGLE aAngle = GetPlacement().pl_OrientationAngle(3);
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ANGLE aRotation = Sqrt(m_fRockingA*m_fRockingA-aAngle*aAngle)*m_fRockingV;
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if (aRotation<2 && aAngle*m_fRockSign>0) {
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m_fRockSign = -m_fRockSign;
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};
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if (aRotation<2) {
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aRotation = 2;
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}
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aRotation *=m_fRockSign;
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return aRotation;
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}
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// switch to next marker
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void NextMarker(void)
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{
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// get next marker
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CShipMarker *penTarget = (CShipMarker *)(CEntity*)m_penTarget;
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CShipMarker *penNextTarget = (CShipMarker *)(CEntity*)penTarget->m_penTarget;
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// if this marker is harbor
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if (penTarget->m_bHarbor) {
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// stop
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StopSailing();
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// start being in harbor
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SendEvent(EHarbor());
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}
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// if got to end
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if (penNextTarget==NULL) {
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// stop
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StopSailing();
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return;
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}
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// get properties from marker
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FLOAT fSpeed = penTarget->m_fSpeed;
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if (fSpeed>=0) {
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m_fSpeed = fSpeed;
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}
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FLOAT fRotation = penTarget->m_fRotation;
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if (fRotation>=0) {
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m_fRotation = fRotation;
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}
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FLOAT fAcceleration = penTarget->m_fAcceleration;
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if (fAcceleration>=0) {
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m_fAcceleration = fAcceleration;
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}
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m_fOriginalRockingV = m_fRockingV;
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m_fOriginalRockingA = m_fRockingA;
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FLOAT fRockingV = penTarget->m_fRockingV;
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if (fRockingV>=0) {
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m_fNextRockingV = fRockingV;
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} else {
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m_fNextRockingV = m_fRockingV;
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}
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FLOAT fRockingA = penTarget->m_fRockingA;
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if (fRockingA>=0) {
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m_fNextRockingA = fRockingA;
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} else {
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m_fNextRockingA = m_fRockingA;
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}
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m_tmRockingChange = penTarget->m_tmRockingChange;
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m_tmRockingChangeStart = _pTimer->CurrentTick();
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// remember next marker as current target
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m_penTarget = penNextTarget;
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SetMovingSpeeds();
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}
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void StartSailing()
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{
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m_bMoving = TRUE;
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// calculate velocities towards marker
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SetMovingSpeeds();
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}
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void StopSailing(void)
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{
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m_bMoving = FALSE;
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SetDesiredRotation(ANGLE3D(0,0,GetDesiredRotation()(3)));
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SetDesiredTranslation(FLOAT3D(0,0,0));
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}
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// do moving
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void PreMoving(void) {
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// calculate velocities towards marker
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SetMovingSpeeds();
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CMovableBrushEntity::PreMoving();
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};
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procedures:
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Sail() {
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// roll the sail down
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m_penSail->GetModelObject()->PlayAnim(m_iSailDownAnim, 0);
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autowait(m_penSail->GetModelObject()->GetAnimLength(m_iSailDownAnim));
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// start sail waveing
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m_penSail->GetModelObject()->PlayAnim(m_iSailWaveingAnim, AOF_LOOPING);
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// wait until touched by a player or started
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wait() {
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on (EBegin) : { resume; }
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on (ETouch eTouch) : {
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if (IsDerivedFromClass(eTouch.penOther, "PlayerEntity")) {
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stop;
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}
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}
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on (EStart) : {
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stop;
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}
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}
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// blow the sail up
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m_penSail->GetModelObject()->PlayAnim(m_iSailSailAnim, 0);
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// start moving
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StartSailing();
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// sail until we come to harbor
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wait() {
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on (EBegin) : { resume; }
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on (EHarbor) : { stop; }
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}
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// stay in harbor
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jump Harbor();
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}
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Harbor() {
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// roll the sail up
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m_penSail->GetModelObject()->PlayAnim(m_iSailUpAnim, 0);
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// stay in harbor until we are triggered
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wait() {
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on (EBegin) : { resume; }
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on (ETrigger) : { stop; }
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}
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// start sailing
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jump Sail();
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}
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Main() {
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// declare yourself as a brush
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InitAsBrush();
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SetPhysicsFlags(EPF_BRUSH_MOVING&~(EPF_ABSOLUTETRANSLATE|EPF_NOACCELERATION));
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SetCollisionFlags(ECF_BRUSH);
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// stop moving brush
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ForceFullStop();
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// assure valid target
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if (m_penTarget!=NULL && !IsOfClass(m_penTarget, "Ship Marker")) {
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WarningMessage("Target '%s' is not of ShipMarker class!", m_penTarget->GetName());
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m_penTarget = NULL;
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}
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// assure valid sail
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if (m_penSail!=NULL && m_penSail->GetRenderType()!=RT_MODEL) {
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WarningMessage("Sail '%s' is not a model!", m_penSail->GetName());
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m_penSail = NULL;
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}
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// wait until game starts
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autowait(0.1f);
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// if sail is not valid
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if (m_penSail==NULL) {
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// don't continue
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WarningMessage("Ship will not work without a valid sail!");
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return;
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}
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// forever
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wait() {
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// on the beginning
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on (EBegin) : {
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// start sailing
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call Sail();
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}
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// move is obstructed
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on (EBlock eBlock) : {
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// inflict damage to entity that block brush
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InflictDirectDamage(eBlock.penOther, this, DMT_BRUSH, 10.0f,
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FLOAT3D(0.0f,0.0f,0.0f), (FLOAT3D &)eBlock.plCollision);
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resume;
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}
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}
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}
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};
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