mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +01:00
641 lines
21 KiB
C++
641 lines
21 KiB
C++
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210
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%{
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#include "Entities/StdH/StdH.h"
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%}
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uses "Entities/ModelDestruction";
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uses "Entities/AnimationChanger";
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uses "Entities/BloodSpray";
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enum CustomShadingType {
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0 CST_NONE "None",
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1 CST_FULL_CUSTOMIZED "Full customized",
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2 CST_CONSTANT_SHADING "Constant shading"
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};
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enum ShadowType {
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0 ST_NONE "None",
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1 ST_CLUSTER "Cluster shadows",
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2 ST_POLYGONAL "Polygonal"
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};
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class CModelHolder2 : CRationalEntity {
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name "ModelHolder2";
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thumbnail "Thumbnails\\ModelHolder.tbn";
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features "HasName", "HasDescription";
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properties:
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1 CTFileName m_fnModel "Model" 'M' =CTFILENAME("Models\\Editor\\Axis.mdl"),
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2 CTFileName m_fnTexture "Texture" 'T' =CTFILENAME("Models\\Editor\\Vector.tex"),
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22 CTFileName m_fnReflection "Reflection" =CTString(""),
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23 CTFileName m_fnSpecular "Specular" =CTString(""),
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24 CTFileName m_fnBump "Bump" =CTString(""),
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3 FLOAT m_fStretchAll "StretchAll" 'S' = 1.0f,
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4 FLOAT m_fStretchX "StretchX" 'X' = 1.0f,
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5 FLOAT m_fStretchY "StretchY" 'Y' = 1.0f,
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6 FLOAT m_fStretchZ "StretchZ" 'Z' = 1.0f,
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7 CTString m_strName "Name" 'N' ="",
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12 CTString m_strDescription = "",
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8 BOOL m_bColliding "Colliding" 'L' = FALSE, // set if model is not immatierial
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9 ANIMATION m_iModelAnimation "Model animation" = 0,
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10 ANIMATION m_iTextureAnimation "Texture animation" = 0,
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11 enum ShadowType m_stClusterShadows "Shadows" 'W' = ST_CLUSTER, // set if model uses cluster shadows
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13 BOOL m_bBackground "Background" 'B' = FALSE, // set if model is rendered in background
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21 BOOL m_bTargetable "Targetable" = FALSE, // st if model should be targetable
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// parameters for custom shading of a model (overrides automatic shading calculation)
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14 enum CustomShadingType m_cstCustomShading "Custom shading" 'H' = CST_NONE,
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15 ANGLE3D m_aShadingDirection "Light direction" 'D' = ANGLE3D( AngleDeg(45.0f),AngleDeg(45.0f),AngleDeg(45.0f)),
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16 COLOR m_colLight "Light color" 'O' = C_WHITE,
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17 COLOR m_colAmbient "Ambient color" 'A' = C_BLACK,
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18 CTFileName m_fnmLightAnimation "Light animation file" = CTString(""),
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19 ANIMATION m_iLightAnimation "Light animation" = 0,
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20 CAnimObject m_aoLightAnimation,
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25 BOOL m_bAttachments "Attachments" = TRUE, // set if model should auto load attachments
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26 BOOL m_bActive "Active" = TRUE,
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31 FLOAT m_fMipAdd "Mip Add" = 0.0f,
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32 FLOAT m_fMipMul "Mip Mul" = 1.0f,
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33 FLOAT m_fMipFadeDist "Mip Fade Dist" = 0.0f,
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34 FLOAT m_fMipFadeLen "Mip Fade Len" = 0.0f,
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// random values variables
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50 BOOL m_bRandomStretch "Apply RND stretch" = FALSE, // apply random stretch
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52 FLOAT m_fStretchRndX "Stretch RND X (%)" = 0.2f, // random stretch width
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51 FLOAT m_fStretchRndY "Stretch RND Y (%)" = 0.2f, // random stretch height
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53 FLOAT m_fStretchRndZ "Stretch RND Z (%)" = 0.2f, // random stretch depth
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54 FLOAT m_fStretchRndAll "Stretch RND All (%)" = 0.0f, // random stretch all
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55 FLOAT3D m_fStretchRandom = FLOAT3D(1, 1, 1),
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// destruction values
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60 CEntityPointer m_penDestruction "Destruction" 'Q' COLOR(C_BLACK|0x20), // model destruction entity
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61 FLOAT3D m_vDamage = FLOAT3D(0,0,0), // current damage impact
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62 FLOAT m_tmLastDamage = -1000.0f,
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63 CEntityPointer m_penDestroyTarget "Destruction Target" COLOR(C_WHITE|0xFF), // targeted when destroyed
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64 CEntityPointer m_penLastDamager,
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65 FLOAT m_tmSpraySpawned = 0.0f, // time when damage has been applied
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66 FLOAT m_fSprayDamage = 0.0f, // total ammount of damage
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67 CEntityPointer m_penSpray, // the blood spray
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68 FLOAT m_fMaxDamageAmmount = 0.0f, // max ammount of damage recived in in last xxx ticks
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70 FLOAT m_fClassificationStretch "Classification stretch" = 1.0f, // classification box multiplier
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100 FLOAT m_fMaxTessellationLevel "Max tessellation level" = 0.0f,
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{
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CTFileName m_fnOldModel; // used for remembering last selected model (not saved at all)
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}
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components:
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1 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl",
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functions:
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void Precache(void) {
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PrecacheClass(CLASS_BLOOD_SPRAY, 0);
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};
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/* Fill in entity statistics - for AI purposes only */
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BOOL FillEntityStatistics(EntityStats *pes)
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{
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pes->es_strName = m_fnModel.FileName()+", "+m_fnTexture.FileName();
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pes->es_ctCount = 1;
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pes->es_ctAmmount = 1;
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if (m_penDestruction!=NULL) {
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pes->es_strName += " (destroyable)";
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pes->es_fValue = GetDestruction()->m_fHealth;
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pes->es_iScore = 0;
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} else {
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pes->es_fValue = 0;
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pes->es_iScore = 0;
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}
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return TRUE;
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}
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// classification box multiplier
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FLOAT3D GetClassificationBoxStretch(void)
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{
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return FLOAT3D( m_fClassificationStretch, m_fClassificationStretch, m_fClassificationStretch);
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}
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// maximum allowed tessellation level for this model (for Truform/N-Patches support)
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FLOAT GetMaxTessellationLevel(void)
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{
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return m_fMaxTessellationLevel;
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}
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/* Receive damage */
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void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
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FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
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{
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FLOAT fNewDamage = fDamageAmmount;
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// if not destroyable
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if (m_penDestruction==NULL) {
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// do nothing
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return;
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}
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CModelDestruction *penDestruction = GetDestruction();
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// adjust damage
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fNewDamage *=DamageStrength(penDestruction->m_eibtBodyType, dmtType);
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// if no damage
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if (fNewDamage==0) {
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// do nothing
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return;
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}
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FLOAT fKickDamage = fNewDamage;
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if( (dmtType == DMT_EXPLOSION) || (dmtType == DMT_IMPACT) || (dmtType == DMT_CANNONBALL_EXPLOSION) )
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{
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fKickDamage*=1.5f;
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}
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if (dmtType == DMT_CLOSERANGE) {
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fKickDamage=0.0f;
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}
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if(dmtType == DMT_BULLET && penDestruction->m_eibtBodyType==EIBT_ROCK) {
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fKickDamage=0.0f;
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}
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// get passed time since last damage
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TIME tmNow = _pTimer->CurrentTick();
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TIME tmDelta = tmNow-m_tmLastDamage;
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m_tmLastDamage = tmNow;
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// remember who damaged you
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m_penLastDamager = penInflictor;
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// fade damage out
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if (tmDelta>=_pTimer->TickQuantum*3) {
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m_vDamage=FLOAT3D(0,0,0);
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}
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// add new damage
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FLOAT3D vDirectionFixed;
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if (vDirection.ManhattanNorm()>0.5f) {
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vDirectionFixed = vDirection;
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} else {
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vDirectionFixed = FLOAT3D(0,1,0);
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}
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FLOAT3D vDamageOld = m_vDamage;
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m_vDamage += vDirectionFixed*fKickDamage;
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// NOTE: we don't receive damage here, but handle death differently
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if (m_vDamage.Length()>GetHealth()) {
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EDeath eDeath; // we don't need any extra parameters
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SendEvent(eDeath);
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}
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if( m_fMaxDamageAmmount<fDamageAmmount) {
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m_fMaxDamageAmmount = fDamageAmmount;
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}
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// if it has no spray, or if this damage overflows it
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if (m_tmSpraySpawned<=_pTimer->CurrentTick()-_pTimer->TickQuantum*8 ||
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m_fSprayDamage+fNewDamage>50.0f) {
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// spawn blood spray
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CPlacement3D plSpray = CPlacement3D( vHitPoint, ANGLE3D(0, 0, 0));
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m_penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
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m_penSpray->SetParent( this);
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ESpawnSpray eSpawnSpray;
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// adjust spray power
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if( m_fMaxDamageAmmount > 10.0f) {
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eSpawnSpray.fDamagePower = 3.0f;
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} else if(m_fSprayDamage+fNewDamage>50.0f) {
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eSpawnSpray.fDamagePower = 2.0f;
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} else {
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eSpawnSpray.fDamagePower = 1.0f;
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}
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// remember spray type
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eSpawnSpray.sptType = penDestruction->m_sptType;
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eSpawnSpray.fSizeMultiplier = 1.0f;
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// get your down vector (simulates gravity)
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FLOAT3D vDn(-en_mRotation(1,2), -en_mRotation(2,2), -en_mRotation(3,2));
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// setup direction of spray
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FLOAT3D vHitPointRelative = vHitPoint - GetPlacement().pl_PositionVector;
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FLOAT3D vReflectingNormal;
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GetNormalComponent( vHitPointRelative, vDn, vReflectingNormal);
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vReflectingNormal.Normalize();
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vReflectingNormal(1)/=5.0f;
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FLOAT3D vProjectedComponent = vReflectingNormal*(vDirection%vReflectingNormal);
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FLOAT3D vSpilDirection = vDirection-vProjectedComponent*2.0f-vDn*0.5f;
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eSpawnSpray.vDirection = vSpilDirection;
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eSpawnSpray.penOwner = this;
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// initialize spray
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m_penSpray->Initialize( eSpawnSpray);
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m_tmSpraySpawned = _pTimer->CurrentTick();
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m_fSprayDamage = 0.0f;
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m_fMaxDamageAmmount = 0.0f;
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}
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m_fSprayDamage+=fNewDamage;
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};
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class CModelDestruction *GetDestruction(void)
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{
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ASSERT(m_penDestruction!=NULL && IsOfClass(m_penDestruction, "ModelDestruction"));
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return (CModelDestruction*)&*m_penDestruction;
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}
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BOOL IsTargetable(void) const
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{
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return m_bTargetable;
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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(CModelHolder2, m_iModelAnimation)) {
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return GetModelObject()->GetData();
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} else if (slPropertyOffset==offsetof(CModelHolder2, m_iTextureAnimation)) {
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return GetModelObject()->mo_toTexture.GetData();
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} else if (slPropertyOffset==offsetof(CModelHolder2, m_iLightAnimation)) {
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return m_aoLightAnimation.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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/* Adjust model mip factor if needed. */
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void AdjustMipFactor(FLOAT &fMipFactor)
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{
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// if should fade last mip
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if (m_fMipFadeDist>0) {
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CModelObject *pmo = GetModelObject();
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if(pmo==NULL) {
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return;
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}
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// adjust for stretch
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FLOAT fMipForFade = fMipFactor;
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if (pmo->mo_Stretch != FLOAT3D(1,1,1)) {
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fMipForFade -= Log2( Max(pmo->mo_Stretch(1),Max(pmo->mo_Stretch(2),pmo->mo_Stretch(3))));
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}
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// if not visible
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if (fMipForFade>m_fMipFadeDist) {
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// set mip factor so that model is never rendered
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fMipFactor = UpperLimit(0.0f);
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return;
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}
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// adjust fading
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FLOAT fFade = (m_fMipFadeDist-fMipForFade);
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if (m_fMipFadeLen>0) {
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fFade/=m_fMipFadeLen;
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} else {
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if (fFade>0) {
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fFade = 1.0f;
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}
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}
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fFade = Clamp(fFade, 0.0f, 1.0f);
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// make it invisible
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pmo->mo_colBlendColor = (pmo->mo_colBlendColor&~255)|UBYTE(255*fFade);
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}
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fMipFactor = fMipFactor*m_fMipMul+m_fMipAdd;
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}
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/* Adjust model shading parameters if needed. */
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BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
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{
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switch( m_cstCustomShading)
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{
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case CST_FULL_CUSTOMIZED:
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{
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// if there is color animation
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if (m_aoLightAnimation.GetData()!=NULL) {
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// get lerping info
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SLONG colFrame0, colFrame1; FLOAT fRatio;
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m_aoLightAnimation.GetFrame( colFrame0, colFrame1, fRatio);
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UBYTE ubAnimR0, ubAnimG0, ubAnimB0;
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UBYTE ubAnimR1, ubAnimG1, ubAnimB1;
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ColorToRGB( colFrame0, ubAnimR0, ubAnimG0, ubAnimB0);
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ColorToRGB( colFrame1, ubAnimR1, ubAnimG1, ubAnimB1);
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// calculate current animation color
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FLOAT fAnimR = NormByteToFloat( Lerp( ubAnimR0, ubAnimR1, fRatio));
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FLOAT fAnimG = NormByteToFloat( Lerp( ubAnimG0, ubAnimG1, fRatio));
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FLOAT fAnimB = NormByteToFloat( Lerp( ubAnimB0, ubAnimB1, fRatio));
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// decompose constant colors
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UBYTE ubLightR, ubLightG, ubLightB;
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UBYTE ubAmbientR, ubAmbientG, ubAmbientB;
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ColorToRGB( m_colLight, ubLightR, ubLightG, ubLightB);
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ColorToRGB( m_colAmbient, ubAmbientR, ubAmbientG, ubAmbientB);
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colLight = RGBToColor( ubLightR *fAnimR, ubLightG *fAnimG, ubLightB *fAnimB);
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colAmbient = RGBToColor( ubAmbientR*fAnimR, ubAmbientG*fAnimG, ubAmbientB*fAnimB);
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// if there is no color animation
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} else {
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colLight = m_colLight;
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colAmbient = m_colAmbient;
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}
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AnglesToDirectionVector(m_aShadingDirection, vLightDirection);
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vLightDirection = -vLightDirection;
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break;
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}
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case CST_CONSTANT_SHADING:
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{
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// combine colors with clamp
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UBYTE lR,lG,lB,aR,aG,aB,rR,rG,rB;
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ColorToRGB( colLight, lR, lG, lB);
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ColorToRGB( colAmbient, aR, aG, aB);
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colLight = 0;
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rR = (UBYTE) Clamp( (ULONG)lR+aR, (ULONG)0, (ULONG)255);
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rG = (UBYTE) Clamp( (ULONG)lG+aG, (ULONG)0, (ULONG)255);
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rB = (UBYTE) Clamp( (ULONG)lB+aB, (ULONG)0, (ULONG)255);
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colAmbient = RGBToColor( rR, rG, rB);
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break;
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}
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case CST_NONE:
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{
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// do nothing
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break;
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}
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}
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return m_stClusterShadows!=ST_NONE;
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};
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// apply mirror and stretch to the entity
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void MirrorAndStretch(FLOAT fStretch, BOOL bMirrorX)
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{
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m_fStretchAll*=fStretch;
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if (bMirrorX) {
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m_fStretchX = -m_fStretchX;
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}
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}
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// Stretch model
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void StretchModel(void) {
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// stretch factors must not have extreme values
|
||
|
if (Abs(m_fStretchX) < 0.01f) { m_fStretchX = 0.01f; }
|
||
|
if (Abs(m_fStretchY) < 0.01f) { m_fStretchY = 0.01f; }
|
||
|
if (Abs(m_fStretchZ) < 0.01f) { m_fStretchZ = 0.01f; }
|
||
|
if (m_fStretchAll< 0.01f) { m_fStretchAll = 0.01f; }
|
||
|
|
||
|
if (Abs(m_fStretchX) >100.0f) { m_fStretchX = 100.0f*Sgn(m_fStretchX); }
|
||
|
if (Abs(m_fStretchY) >100.0f) { m_fStretchY = 100.0f*Sgn(m_fStretchY); }
|
||
|
if (Abs(m_fStretchZ) >100.0f) { m_fStretchZ = 100.0f*Sgn(m_fStretchZ); }
|
||
|
if (m_fStretchAll>100.0f) { m_fStretchAll = 100.0f; }
|
||
|
|
||
|
if (m_bRandomStretch) {
|
||
|
m_bRandomStretch = FALSE;
|
||
|
// stretch
|
||
|
m_fStretchRndX = Clamp( m_fStretchRndX , 0.0f, 1.0f);
|
||
|
m_fStretchRndY = Clamp( m_fStretchRndY , 0.0f, 1.0f);
|
||
|
m_fStretchRndZ = Clamp( m_fStretchRndZ , 0.0f, 1.0f);
|
||
|
m_fStretchRndAll = Clamp( m_fStretchRndAll , 0.0f, 1.0f);
|
||
|
|
||
|
m_fStretchRandom(1) = (FRnd()*m_fStretchRndX*2 - m_fStretchRndX) + 1;
|
||
|
m_fStretchRandom(2) = (FRnd()*m_fStretchRndY*2 - m_fStretchRndY) + 1;
|
||
|
m_fStretchRandom(3) = (FRnd()*m_fStretchRndZ*2 - m_fStretchRndZ) + 1;
|
||
|
|
||
|
FLOAT fRNDAll = (FRnd()*m_fStretchRndAll*2 - m_fStretchRndAll) + 1;
|
||
|
m_fStretchRandom(1) *= fRNDAll;
|
||
|
m_fStretchRandom(2) *= fRNDAll;
|
||
|
m_fStretchRandom(3) *= fRNDAll;
|
||
|
}
|
||
|
|
||
|
GetModelObject()->StretchModel( FLOAT3D(
|
||
|
m_fStretchAll*m_fStretchX*m_fStretchRandom(1),
|
||
|
m_fStretchAll*m_fStretchY*m_fStretchRandom(2),
|
||
|
m_fStretchAll*m_fStretchZ*m_fStretchRandom(3)) );
|
||
|
ModelChangeNotify();
|
||
|
};
|
||
|
|
||
|
/* Init model holder*/
|
||
|
void InitModelHolder(void) {
|
||
|
|
||
|
// must not crash when model is removed
|
||
|
if (m_fnModel=="") {
|
||
|
m_fnModel=CTFILENAME("Models\\Editor\\Axis.mdl");
|
||
|
}
|
||
|
|
||
|
if( m_fnReflection == CTString("Models\\Editor\\Vector.tex")) {
|
||
|
m_fnReflection = CTString("");
|
||
|
}
|
||
|
if( m_fnSpecular == CTString("Models\\Editor\\Vector.tex")) {
|
||
|
m_fnSpecular = CTString("");
|
||
|
}
|
||
|
if( m_fnBump == CTString("Models\\Editor\\Vector.tex")) {
|
||
|
m_fnBump = CTString("");
|
||
|
}
|
||
|
|
||
|
if (m_bActive) {
|
||
|
InitAsModel();
|
||
|
} else {
|
||
|
InitAsEditorModel();
|
||
|
}
|
||
|
// set appearance
|
||
|
SetModel(m_fnModel);
|
||
|
GetModelObject()->PlayAnim(m_iModelAnimation, AOF_LOOPING);
|
||
|
|
||
|
// if initialized for the first time
|
||
|
if (m_fnOldModel=="") {
|
||
|
// just remember the model filename
|
||
|
m_fnOldModel = m_fnModel;
|
||
|
// if re-initialized
|
||
|
} else {
|
||
|
// if the model filename has changed
|
||
|
if (m_fnOldModel != m_fnModel) {
|
||
|
m_fnOldModel = m_fnModel;
|
||
|
GetModelObject()->AutoSetTextures();
|
||
|
m_fnTexture = GetModelObject()->mo_toTexture.GetName();
|
||
|
m_fnReflection = GetModelObject()->mo_toReflection.GetName();
|
||
|
m_fnSpecular = GetModelObject()->mo_toSpecular.GetName();
|
||
|
m_fnBump = GetModelObject()->mo_toBump.GetName();
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if( m_bAttachments)
|
||
|
{
|
||
|
GetModelObject()->AutoSetAttachments();
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
GetModelObject()->RemoveAllAttachmentModels();
|
||
|
}
|
||
|
|
||
|
try
|
||
|
{
|
||
|
GetModelObject()->mo_toTexture.SetData_t(m_fnTexture);
|
||
|
GetModelObject()->mo_toTexture.PlayAnim(m_iTextureAnimation, AOF_LOOPING);
|
||
|
GetModelObject()->mo_toReflection.SetData_t(m_fnReflection);
|
||
|
GetModelObject()->mo_toSpecular.SetData_t(m_fnSpecular);
|
||
|
GetModelObject()->mo_toBump.SetData_t(m_fnBump);
|
||
|
} catch (char *strError) {
|
||
|
WarningMessage(strError);
|
||
|
}
|
||
|
|
||
|
// set model stretch
|
||
|
StretchModel();
|
||
|
ModelChangeNotify();
|
||
|
|
||
|
if (m_bColliding) {
|
||
|
SetPhysicsFlags(EPF_MODEL_FIXED);
|
||
|
SetCollisionFlags(ECF_MODEL_HOLDER);
|
||
|
} else {
|
||
|
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
|
||
|
SetCollisionFlags(ECF_IMMATERIAL);
|
||
|
}
|
||
|
|
||
|
switch(m_stClusterShadows) {
|
||
|
case ST_NONE:
|
||
|
{
|
||
|
SetFlags(GetFlags()&~ENF_CLUSTERSHADOWS);
|
||
|
//SetFlags(GetFlags()&~ENF_POLYGONALSHADOWS);
|
||
|
break;
|
||
|
}
|
||
|
case ST_CLUSTER:
|
||
|
{
|
||
|
SetFlags(GetFlags()|ENF_CLUSTERSHADOWS);
|
||
|
//SetFlags(GetFlags()&~ENF_POLYGONALSHADOWS);
|
||
|
break;
|
||
|
}
|
||
|
case ST_POLYGONAL:
|
||
|
{
|
||
|
//SetFlags(GetFlags()|ENF_POLYGONALSHADOWS);
|
||
|
SetFlags(GetFlags()&~ENF_CLUSTERSHADOWS);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (m_bBackground) {
|
||
|
SetFlags(GetFlags()|ENF_BACKGROUND);
|
||
|
} else {
|
||
|
SetFlags(GetFlags()&~ENF_BACKGROUND);
|
||
|
}
|
||
|
|
||
|
try {
|
||
|
m_aoLightAnimation.SetData_t(m_fnmLightAnimation);
|
||
|
} catch (char *strError) {
|
||
|
WarningMessage(TRANS("Cannot load '%s': %s"), (const char*)(CTString&)m_fnmLightAnimation,(const char*) strError);
|
||
|
m_fnmLightAnimation = "";
|
||
|
}
|
||
|
if (m_aoLightAnimation.GetData()!=NULL) {
|
||
|
m_aoLightAnimation.PlayAnim(m_iLightAnimation, AOF_LOOPING);
|
||
|
}
|
||
|
|
||
|
if (m_penDestruction==NULL) {
|
||
|
m_strDescription.PrintF("%s,%s undestroyable", (const char*)m_fnModel.FileName(), (const char*)m_fnTexture.FileName());
|
||
|
} else {
|
||
|
m_strDescription.PrintF("%s,%s -> %s", (const char*)m_fnModel.FileName(), (const char*)m_fnTexture.FileName(),
|
||
|
(const char*)m_penDestruction->GetName());
|
||
|
}
|
||
|
|
||
|
return;
|
||
|
};
|
||
|
|
||
|
procedures:
|
||
|
Die()
|
||
|
{
|
||
|
// for each child of this entity
|
||
|
{FOREACHINLIST(CEntity, en_lnInParent, en_lhChildren, itenChild) {
|
||
|
// send it destruction event
|
||
|
itenChild->SendEvent(ERangeModelDestruction());
|
||
|
}}
|
||
|
|
||
|
// spawn debris
|
||
|
GetDestruction()->SpawnDebris(this);
|
||
|
// if there is another phase in destruction
|
||
|
CModelHolder2 *penNext = GetDestruction()->GetNextPhase();
|
||
|
if (penNext!=NULL) {
|
||
|
// copy it here
|
||
|
CEntity *penNew = GetWorld()->CopyEntityInWorld( *penNext, GetPlacement() );
|
||
|
penNew->GetModelObject()->StretchModel(GetModelObject()->mo_Stretch);
|
||
|
penNew->ModelChangeNotify();
|
||
|
}
|
||
|
|
||
|
/* currently, environment destruction does not yield score.
|
||
|
update statistics, if score is re-enabled!
|
||
|
// send score to who killed you
|
||
|
if (m_penLastDamager!=NULL) {
|
||
|
EReceiveScore eScore;
|
||
|
eScore.fPoints = 10.0f;
|
||
|
m_penLastDamager->SendEvent(eScore);
|
||
|
}*/
|
||
|
|
||
|
// if there is a destruction target
|
||
|
if (m_penDestroyTarget!=NULL) {
|
||
|
// notify it
|
||
|
SendToTarget(m_penDestroyTarget, EET_TRIGGER, m_penLastDamager);
|
||
|
}
|
||
|
|
||
|
// destroy yourself
|
||
|
Destroy();
|
||
|
return;
|
||
|
}
|
||
|
Main()
|
||
|
{
|
||
|
// initialize the model
|
||
|
InitModelHolder();
|
||
|
|
||
|
// check your destruction pointer
|
||
|
if (m_penDestruction!=NULL && !IsOfClass(m_penDestruction, "ModelDestruction")) {
|
||
|
WarningMessage("Destruction '%s' is wrong class!",(const char*) m_penDestruction->GetName());
|
||
|
m_penDestruction=NULL;
|
||
|
}
|
||
|
|
||
|
// wait forever
|
||
|
wait() {
|
||
|
// on the beginning
|
||
|
on(EBegin): {
|
||
|
// set your health
|
||
|
if (m_penDestruction!=NULL) {
|
||
|
SetHealth(GetDestruction()->m_fHealth);
|
||
|
}
|
||
|
resume;
|
||
|
}
|
||
|
// activate/deactivate shows/hides model
|
||
|
on (EActivate): {
|
||
|
SwitchToModel();
|
||
|
m_bActive = TRUE;
|
||
|
resume;
|
||
|
}
|
||
|
on (EDeactivate): {
|
||
|
SwitchToEditorModel();
|
||
|
m_bActive = FALSE;
|
||
|
resume;
|
||
|
}
|
||
|
// when your parent is destroyed
|
||
|
on(ERangeModelDestruction): {
|
||
|
// destroy yourself
|
||
|
Destroy();
|
||
|
resume;
|
||
|
}
|
||
|
// when dead
|
||
|
on(EDeath): {
|
||
|
if (m_penDestruction!=NULL) {
|
||
|
jump Die();
|
||
|
}
|
||
|
resume;
|
||
|
}
|
||
|
// when animation should be changed
|
||
|
on(EChangeAnim eChange): {
|
||
|
m_iModelAnimation = eChange.iModelAnim;
|
||
|
m_iTextureAnimation = eChange.iTextureAnim;
|
||
|
m_iLightAnimation = eChange.iLightAnim;
|
||
|
if (m_aoLightAnimation.GetData()!=NULL) {
|
||
|
m_aoLightAnimation.PlayAnim(m_iLightAnimation, eChange.bLightLoop?AOF_LOOPING:0);
|
||
|
}
|
||
|
if (GetModelObject()->GetData()!=NULL) {
|
||
|
GetModelObject()->PlayAnim(m_iModelAnimation, eChange.bModelLoop?AOF_LOOPING:0);
|
||
|
}
|
||
|
if (GetModelObject()->mo_toTexture.GetData()!=NULL) {
|
||
|
GetModelObject()->mo_toTexture.PlayAnim(m_iTextureAnimation, eChange.bTextureLoop?AOF_LOOPING:0);
|
||
|
}
|
||
|
resume;
|
||
|
}
|
||
|
otherwise(): {
|
||
|
resume;
|
||
|
}
|
||
|
};
|
||
|
}
|
||
|
};
|