mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-30 05:35:54 +01:00
922 lines
33 KiB
C++
922 lines
33 KiB
C++
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609
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%{
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#include "Entities/StdH/StdH.h"
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#include "Models/CutSequences/SpaceShip/SpaceShip.h"
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#include "Models/CutSequences/SpaceShip/Door.h"
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#include "Models/CutSequences/SpaceShip/LightBeam.h"
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#include "Entities/Effector.h"
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#include "Entities/Light.h"
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%}
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uses "Entities/PyramidSpaceShipMarker";
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enum PSSState {
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0 PSSS_IDLE "Idle", // idle
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1 PSSS_MOVING "Moving", // process of moving trough markers
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2 PSSS_REACHED_DESTINATION "Reached destination", // process of turning on
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3 PSSS_KILLING_BEAM_FIREING "Killing beam fireing", // killing beam fireing
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4 PSSS_BEAM_DEACTIVATED "Killing beam deactivated", // killing beam gas been deactivated, wait to pick up Sam
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5 PSSS_DOORS_CLOSED "Doors closed", // doors closed
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};
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event EForcePathMarker {
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CEntityPointer penForcedPathMarker,
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};
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%{
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#define STRETCH_X (200.0f*m_fStretch)
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#define STRETCH_Y (100.0f*m_fStretch)
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#define STRETCH_Z (200.0f*m_fStretch)
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#define PSS_STRETCH (FLOAT3D(STRETCH_X, STRETCH_Y, STRETCH_Z)*m_fStretch)
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#define SND_FALLOFF 1000.0f
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#define SND_HOTSPOT 250.0f
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#define SND_VOLUME 2.0f
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#define BIG_LIGHT_BEAM_LIFE_TIME (8.0f)
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#define SMALL_FLARE_WAIT 2.0f
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#define SMALL_FLARES_LIFE_TIME (BIG_LIGHT_BEAM_LIFE_TIME+SMALL_FLARE_WAIT)
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#define SMALL_LIGHTNING_WAIT 1.5f
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#define SMALL_LIGHTININGS_LIFE_TIME (SMALL_FLARES_LIFE_TIME+SMALL_LIGHTNING_WAIT)
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#define BIG_FLARE_WAIT 1.0f
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#define BIG_FLARE_LIFE_TIME (SMALL_LIGHTININGS_LIFE_TIME+BIG_FLARE_WAIT)
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#define BM_DX (0.414657f*STRETCH_X)
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#define BM_DY (-1.72731f*STRETCH_Y)
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#define BM_DZ (0.414657f*STRETCH_Z)
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#define BM_FLARE_DY (-0.25f*STRETCH_Y)
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#define BM_MASTER_Y (-1.76648f*STRETCH_Y)
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%}
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class CPyramidSpaceShip: CMovableModelEntity {
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name "PyramidSpaceShip";
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thumbnail "Thumbnails\\PyramidSpaceShip.tbn";
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features "HasName", "IsTargetable", "IsImportant";
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properties:
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1 CTString m_strName "Name" 'N' = "Pyramid Space Ship", // name
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3 FLOAT m_fMovingSpeed = 0.0f, // current speed
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5 CEntityPointer m_penBeamHit "Beam hit target marker" 'T', // target point for light beam
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6 CEntityPointer m_penLightBeam "Beam model holder" 'B', // light beam model holder
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7 FLOAT m_tmBeamTime =-1.0f, // light beam time var
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8 CEntityPointer m_penHitPlaceFlare "Hit place flare" 'H', // hit place model holder
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9 FLOAT m_tmHitFlareTime =-1.0f, // light beam hit flare time var
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10 FLOAT m_iRingCounter = 0, // ring counter
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11 FLOAT m_fRatio =0.0f, // misc ratio
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12 CTString m_strDescription = "", // description
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13 enum PSSState m_epssState = PSSS_IDLE, // current state
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14 FLOAT m_fStretch "Stretch" 'S' = 1.0f, // stretch factor
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// path properties
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20 BOOL m_bStopMoving = FALSE, // stop moving on next marker
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21 CEntityPointer m_penTarget "Target" 'T' COLOR(C_lBLUE|0xFF), // next path target
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29 CEntityPointer m_penFlyAwayTarget "Fly away path marker" COLOR(C_lBLUE|0xFF), // fly away path marker
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22 CEntityPointer m_penLast, // previous marker
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23 BOOL m_bMoving = FALSE, // set while moving
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24 FLOAT m_fRot = 0.0f, // current rotation
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25 FLOAT m_fLastRotSpeed = 0.0f, // last speed rotation
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26 FLOAT m_fRotSpeed = 0.0f, // current speed rotation
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27 BOOL m_bApplyDamageToHitted = TRUE, // if damage should be applied
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28 FLOAT m_tmTemp = 0.0f, // temporary time var
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30 FLOAT m_tmAtMarker = 0.0f, // time when current marker was reached
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31 FLOAT m_tmDelta = 0.0f, // time to reach next marker
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32 FLOAT3D m_vPNp0 = FLOAT3D(0,0,0),
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33 FLOAT3D m_vPNp1 = FLOAT3D(0,0,0),
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34 FLOAT3D m_vTNp0 = FLOAT3D(0,0,0),
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35 FLOAT3D m_vTNp1 = FLOAT3D(0,0,0),
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36 FLOATquat3D m_qPNp0 = FLOATquat3D(0,0,0,0),
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37 FLOATquat3D m_qPNp1 = FLOATquat3D(0,0,0,0),
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38 FLOATquat3D m_qANp0 = FLOATquat3D(0,0,0,0),
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39 FLOATquat3D m_qANp1 = FLOATquat3D(0,0,0,0),
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40 FLOAT m_fRotSpeedp0 = 0.0f,
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41 FLOAT m_fRotSpeedp1 = 0.0f,
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42 FLOAT m_fTRotSpeedp0 = 0.0f,
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43 FLOAT m_fTRotSpeedp1 = 0.0f,
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50 CSoundObject m_soPlates,
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51 CSoundObject m_soBeamMachine,
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52 CSoundObject m_soBeam,
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53 CSoundObject m_soFlaresFX,
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54 BOOL m_bFireingDeactivatedBeam=FALSE,
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components:
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1 model MODEL_SPACESHIP "Models\\CutSequences\\SpaceShip\\SpaceShip.mdl",
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2 model MODEL_BODY "Models\\CutSequences\\SpaceShip\\Body.mdl",
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3 texture TEXTURE_BODY "Models\\CutSequences\\SpaceShip\\Body.tex",
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4 model MODEL_DOOR "Models\\CutSequences\\SpaceShip\\Door.mdl",
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5 texture TEXTURE_DOOR "Models\\CutSequences\\SpaceShip\\Door.tex",
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6 model MODEL_BEAMMACHINE "Models\\CutSequences\\SpaceShip\\BeamMachine.mdl",
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7 texture TEXTURE_BEAMMACHINE "Models\\CutSequences\\SpaceShip\\BeamMachine.tex",
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8 model MODEL_BEAMRIM "Models\\CutSequences\\SpaceShip\\BeamMachineRim.mdl",
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9 texture TEXTURE_BEAMRIM "Models\\CutSequences\\SpaceShip\\BeamMachineRim.tex",
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10 class CLASS_EFFECTOR "Classes\\Effector.ecl",
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11 model MODEL_SHIP_INSIDE "Models\\CutSequences\\SpaceShip\\Fillin.mdl",
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20 sound SOUND_PLATES "Sounds\\CutSequences\\SpaceShip\\SSPlates.wav",
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21 sound SOUND_BEAMMACHINE "Sounds\\CutSequences\\SpaceShip\\SSProbe.wav",
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22 sound SOUND_BEAM "Sounds\\CutSequences\\SpaceShip\\LaserBeam.wav",
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23 sound SOUND_WARMUP "Sounds\\CutSequences\\SpaceShip\\Warmup.wav",
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functions:
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void Precache(void) {
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PrecacheModel (MODEL_SPACESHIP );
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PrecacheModel (MODEL_BODY );
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PrecacheTexture (TEXTURE_BODY );
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PrecacheModel (MODEL_DOOR );
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PrecacheTexture (TEXTURE_DOOR );
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PrecacheModel (MODEL_BEAMMACHINE );
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PrecacheTexture (TEXTURE_BEAMMACHINE );
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PrecacheModel (MODEL_BEAMRIM );
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PrecacheModel (MODEL_SHIP_INSIDE );
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PrecacheTexture (TEXTURE_BEAMRIM );
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PrecacheClass (CLASS_EFFECTOR, ET_SIZING_RING_FLARE);
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PrecacheClass (CLASS_EFFECTOR, ET_SIZING_BIG_BLUE_FLARE);
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PrecacheClass (CLASS_EFFECTOR, ET_LIGHTNING);
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PrecacheClass (CLASS_EFFECTOR, ET_MOVING_RING);
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PrecacheSound (SOUND_PLATES );
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PrecacheSound (SOUND_BEAMMACHINE );
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PrecacheSound (SOUND_BEAM );
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PrecacheSound (SOUND_WARMUP );
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}
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BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget)
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{
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if(penTarget==NULL)
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{
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return FALSE;
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}
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if( slPropertyOffset==offsetof(CPyramidSpaceShip, m_penTarget) ||
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slPropertyOffset==offsetof(CPyramidSpaceShip, m_penFlyAwayTarget))
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{
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return( IsDerivedFromClass(penTarget, "Pyramid Space Ship Marker"));
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}
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return TRUE;
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}
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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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{
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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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{
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fnmMarkerClass = CTFILENAME("Classes\\PyramidSpaceShipMarker.ecl");
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strTargetProperty = "Target";
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return TRUE;
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}
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// returns description
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const CTString &GetDescription(void) const
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{
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if (m_penTarget!=NULL) {
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((CTString&)m_strDescription).PrintF("->%s", (const char*)m_penTarget->GetName());
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} else {
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((CTString&)m_strDescription).PrintF("-><none>");
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}
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return m_strDescription;
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}
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CPlacement3D GetLerpedPlacement(void) const
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{
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return CMovableEntity::GetLerpedPlacement();
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}
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void PreMoving()
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{
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// remember old placement for lerping
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en_plLastPlacement = en_plPlacement;
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}
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void HideBeamMachine(void)
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{
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if(GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_BEAM_RIM) != NULL)
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{
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RemoveAttachment(SPACESHIP_ATTACHMENT_BEAM_RIM);
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}
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if(GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_BEAM) != NULL)
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{
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RemoveAttachment(SPACESHIP_ATTACHMENT_BEAM);
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}
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}
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void ShowBeamMachine(void)
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{
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AddAttachment(SPACESHIP_ATTACHMENT_BEAM_RIM, MODEL_BEAMRIM, TEXTURE_BEAMRIM);
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AddAttachment(SPACESHIP_ATTACHMENT_BEAM, MODEL_BEAMMACHINE, TEXTURE_BEAMMACHINE);
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GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_BEAM_RIM)->amo_moModelObject.StretchModel(PSS_STRETCH);
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GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_BEAM)->amo_moModelObject.StretchModel(PSS_STRETCH);
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}
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void InitializePathMoving( CPyramidSpaceShipMarker *penStartMarker)
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{
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// set as current
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m_penTarget = penStartMarker;
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m_epssState = PSSS_MOVING;
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// check all markers for correct type and numbers
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INDEX ctMarkers=1;
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CPyramidSpaceShipMarker *pcm0 = (CPyramidSpaceShipMarker*)&*m_penTarget;
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if( pcm0 == NULL)
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{
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return;
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}
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CPyramidSpaceShipMarker *pcm = (CPyramidSpaceShipMarker*)&*pcm0->m_penTarget;
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// loop thru markers
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while( pcm!=NULL && pcm->m_penTarget!=pcm0)
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{
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pcm = (CPyramidSpaceShipMarker*)&*pcm->m_penTarget;
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if (pcm==NULL) {
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WarningMessage( "Space ship path - broken link!");
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return;
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}
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ctMarkers++;
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if (ctMarkers>500) {
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WarningMessage( "Space ship path - invalid marker loop!");
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return;
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}
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}
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// check if we have enough markers to do smooth interpolation
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if( ctMarkers<2) {
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WarningMessage( "Space ship path requires at least 2 markers in order to work!");
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return;
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}
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// prepare internal variables
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FLOAT tmCurrent = _pTimer->CurrentTick();
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m_tmAtMarker = tmCurrent;
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m_tmDelta = 0.0f;
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m_bStopMoving = FALSE;
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m_penLast = pcm; // keep last marker
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ASSERT( pcm->m_penTarget == m_penTarget);
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m_bMoving = TRUE;
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AddToMovers();
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}
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void DoMoving()
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{
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if (!m_bMoving) {
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return;
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}
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// read current tick
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FLOAT tmCurrent = _pTimer->CurrentTick();
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// lerping is initially enabled
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BOOL bLerping = TRUE;
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// if we hit a marker
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if( tmCurrent > (m_tmAtMarker+m_tmDelta - _pTimer->TickQuantum*3/2))
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{
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// get markers
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CPyramidSpaceShipMarker *pcmNm1 = &(CPyramidSpaceShipMarker&)*m_penLast;
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CPyramidSpaceShipMarker *pcmNp0 = &(CPyramidSpaceShipMarker&)*m_penTarget;
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CPyramidSpaceShipMarker *pcmNp1 = &(CPyramidSpaceShipMarker&)*pcmNp0->m_penTarget;
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CPyramidSpaceShipMarker *pcmNp2 = &(CPyramidSpaceShipMarker&)*pcmNp1->m_penTarget;
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// if there is a trigger at the hit marker
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if (pcmNp0->m_penTrigger!=NULL) {
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// trigger it
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SendToTarget(pcmNp0->m_penTrigger, EET_TRIGGER, NULL);
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}
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// update markers for next interval
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m_penTarget = pcmNp1;
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m_penLast = pcmNp0;
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// get markers
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CPyramidSpaceShipMarker &cmNm1 = *pcmNm1;
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CPyramidSpaceShipMarker &cmNp0 = *pcmNp0;
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CPyramidSpaceShipMarker &cmNp1 = *pcmNp1;
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CPyramidSpaceShipMarker &cmNp2 = *pcmNp2;
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// get positions from four markers
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const FLOAT3D &vPNm1 = cmNm1.GetPlacement().pl_PositionVector;
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const FLOAT3D &vPNp0 = cmNp0.GetPlacement().pl_PositionVector;
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const FLOAT3D &vPNp1 = cmNp1.GetPlacement().pl_PositionVector;
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const FLOAT3D &vPNp2 = cmNp2.GetPlacement().pl_PositionVector;
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ANGLE3D aPNm1 = cmNm1.GetPlacement().pl_OrientationAngle;
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ANGLE3D aPNp0 = cmNp0.GetPlacement().pl_OrientationAngle;
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ANGLE3D aPNp1 = cmNp1.GetPlacement().pl_OrientationAngle;
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ANGLE3D aPNp2 = cmNp2.GetPlacement().pl_OrientationAngle;
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FLOAT fRotSpeedm1 = cmNm1.m_fRotSpeed;
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FLOAT fRotSpeedp0 = cmNp0.m_fRotSpeed;
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FLOAT fRotSpeedp1 = cmNp1.m_fRotSpeed;
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FLOAT fRotSpeedp2 = cmNp2.m_fRotSpeed;
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// find quaternions for rotations
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FLOATquat3D qPNm1; qPNm1.FromEuler(aPNm1);
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FLOATquat3D qPNp0; qPNp0.FromEuler(aPNp0);
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FLOATquat3D qPNp1; qPNp1.FromEuler(aPNp1);
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FLOATquat3D qPNp2; qPNp2.FromEuler(aPNp2);
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// make all angles between quaternion pairs acute
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if( qPNm1%qPNp0<0 ) {
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qPNp0 = -qPNp0;
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}
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if( qPNp0%qPNp1<0 ) {
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qPNp1 = -qPNp1;
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}
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if( qPNp1%qPNp2<0 ) {
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qPNp2 = -qPNp2;
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}
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// update time and position
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m_tmAtMarker = m_tmAtMarker+m_tmDelta;
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m_tmDelta = cmNp0.m_fDeltaTime;
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m_vPNp0 = vPNp0;
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m_vPNp1 = vPNp1;
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m_fRotSpeedp0 = fRotSpeedp0;
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m_fRotSpeedp1 = fRotSpeedp1;
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m_qPNp0 = qPNp0;
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m_qPNp1 = qPNp1;
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// determine delta time multipliers
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FLOAT tmDNm1 = cmNm1.m_fDeltaTime;
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FLOAT tmDNp0 = cmNp0.m_fDeltaTime;
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FLOAT tmDNp1 = cmNp1.m_fDeltaTime;
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FLOAT fD0 = 2*tmDNp0 / (tmDNm1+tmDNp0);
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FLOAT fD1 = 2*tmDNp0 / (tmDNp0+tmDNp1);
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// determine biases, tensions and continuities
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FLOAT fBNp0 = cmNp0.m_fBias;
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FLOAT fTNp0 = cmNp0.m_fTension;
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FLOAT fCNp0 = cmNp0.m_fContinuity;
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FLOAT fBNp1 = cmNp1.m_fBias;
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FLOAT fTNp1 = cmNp1.m_fTension;
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FLOAT fCNp1 = cmNp1.m_fContinuity;
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FLOAT fF00 = (1-fTNp0)*(1-fCNp0)*(1-fBNp0) / 2;
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||
|
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();
|
||
|
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;
|
||
|
}
|
||
|
};
|