mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
342 lines
11 KiB
C++
342 lines
11 KiB
C++
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604
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%{
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#include "Entities/StdH/StdH.h"
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%}
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uses "Entities/Debris";
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class CRollingStone: CMovableModelEntity {
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name "RollingStone";
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thumbnail "Thumbnails\\RollingStone.tbn";
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features "IsTargetable";
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properties:
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1 FLOAT m_fBounce "Bounce" 'B' = 0.5f,
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2 FLOAT m_fHealth "Health" 'H' = 400.0f,
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3 FLOAT m_fDamage "Damage" 'D' = 1000.0f,
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4 BOOL m_bFixedDamage "Fixed damage" 'F' = FALSE,
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5 FLOAT m_fStretch "Stretch" 'S' = 1.0f,
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6 FLOAT m_fDeceleration "Deceleration" = 0.9f,
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7 FLOAT m_fStartSpeed "Start Speed" 'Z' = 50.0f,
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8 ANGLE3D m_vStartDir "Start Direction" 'A' = ANGLE3D(0,0,0),
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// sound channels for bouncing sound
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20 CSoundObject m_soBounce0,
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21 CSoundObject m_soBounce1,
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22 CSoundObject m_soBounce2,
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23 CSoundObject m_soBounce3,
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24 CSoundObject m_soBounce4,
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30 INDEX m_iNextChannel = 0, // next channel to play sound on
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31 CSoundObject m_soRoll,
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32 BOOL m_bRollPlaying = FALSE,
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// internal vars
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40 FLOATquat3D m_qA = FLOATquat3D(0, 1, 0, 0),
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41 FLOATquat3D m_qALast = FLOATquat3D(0, 1, 0, 0),
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42 FLOAT m_fASpeed = 0.0f,
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43 FLOAT3D m_vR = FLOAT3D(0,0,1),
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components:
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1 model MODEL_ROLLINGSTONE "Models\\Ages\\Egypt\\Traps\\RollingStone\\RollingStone.mdl",
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2 model MODEL_STONESPHERE "Models\\Ages\\Egypt\\Traps\\RollingStone\\Stone.mdl",
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3 texture TEXTURE_ROLLINGSTONE "Models\\Ages\\Egypt\\Traps\\RollingStone\\Stone.tex",
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5 texture TEXTURE_DETAIL "Models\\Ages\\Egypt\\Traps\\RollingStone\\Detail.tex",
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// ************** STONE PARTS **************
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14 model MODEL_STONE "Models\\Effects\\Debris\\Stone\\Stone.mdl",
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15 texture TEXTURE_STONE "Models\\Effects\\Debris\\Stone\\Stone.tex",
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16 class CLASS_DEBRIS "Classes\\Debris.ecl",
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4 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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20 sound SOUND_BOUNCE "Sounds\\Misc\\RollingStone.wav",
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21 sound SOUND_ROLL "Sounds\\Misc\\RollingStoneEnvironment.wav",
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functions:
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void Precache(void)
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{
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PrecacheClass(CLASS_DEBRIS);
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PrecacheModel(MODEL_STONE);
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PrecacheTexture(TEXTURE_STONE);
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PrecacheSound(SOUND_BOUNCE);
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PrecacheSound(SOUND_ROLL);
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}
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void PostMoving() {
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CMovableModelEntity::PostMoving();
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// if touching floor
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if (en_penReference!=NULL) {
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// adjust rotation and translation speeds
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AdjustSpeeds(en_vReferencePlane);
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//CPrintF("adjusting\n");
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} else {
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//CPrintF("not adjusting\n");
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}
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// m_fASpeed *= m_fDeceleration;
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m_qALast = m_qA;
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FLOATquat3D qRot;
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qRot.FromAxisAngle(m_vR, m_fASpeed*_pTimer->TickQuantum*PI/180);
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FLOATmatrix3D mRot;
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qRot.ToMatrix(mRot);
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m_qA = qRot*m_qA;
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if (en_ulFlags&ENF_INRENDERING) {
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m_qALast = m_qA;
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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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fMipFactor = 0;// !!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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FLOATquat3D qA;
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qA = Slerp(_pTimer->GetLerpFactor(), m_qALast, m_qA);
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FLOATmatrix3D mA;
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qA.ToMatrix(mA);
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ANGLE3D vA;
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DecomposeRotationMatrixNoSnap(vA, mA);
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CAttachmentModelObject *amo = GetModelObject()->GetAttachmentModel(0);
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amo->amo_plRelative.pl_OrientationAngle = vA;
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}
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void AdjustSpeedOnOneAxis(FLOAT &fTraNow, FLOAT &aRotNow, BOOL bRolling)
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{
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// calculate new rotation and translation to make them synchronized
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// NOTE: formulae used:
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// momentum of the ball : I = 2*m*r^2/5
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// velocity and rotation syncronized: w*r = v
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// sum of impulses is constant: w1/r*I+v1*m = w2/r*I+v2*m
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// this yields: v2 = (2*r*w1+5*v1)/7
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FLOAT fR = 4.0f*m_fStretch; // size of original sphere model (4m) times stretch
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FLOAT fTraNew = (2*aRotNow*fR+5*fTraNow)/7;
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FLOAT aRotNew = fTraNew/fR;
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fTraNow = fTraNew;
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aRotNow = aRotNew;
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}
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// adjust rotation and translation speeds
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void AdjustSpeeds(const FLOAT3D &vPlane)
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{
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// if going too slow in translation and rotation
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if (en_vCurrentTranslationAbsolute.Length()<1.0f && m_fASpeed<1.0f) {
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// just stop
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en_vCurrentTranslationAbsolute = FLOAT3D(0,0,0);
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m_fASpeed = 0.0f;
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RollSound(0.0f);
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return;
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}
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// decompose speed to components regarding the plane
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FLOAT3D vTranslationNormal;
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FLOAT3D vTranslationParallel;
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GetParallelAndNormalComponents(en_vCurrentTranslationAbsolute, vPlane, vTranslationNormal, vTranslationParallel);
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// check if rolling
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BOOL bRolling = vTranslationNormal.Length()<0.1f;
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// if rolling
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if (bRolling) {
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// get rotation direction from speed, if possible
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FLOAT fSpeedTra = vTranslationParallel.Length();
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/* if (fSpeedTra>0.01f) {
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m_vR = (vTranslationParallel/fSpeedTra)*vPlane;
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}*/
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RollSound(fSpeedTra);
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} else {
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RollSound(0);
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}
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// --- find original axes and values
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// what is caused by rotation
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FLOAT3D vRotFromRot = m_vR;
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FLOAT3D vTraFromRot = vPlane*vRotFromRot;
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vTraFromRot.Normalize();
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FLOAT fTraFromRot = 0;
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FLOAT fRotFromRot = m_fASpeed*PI/180.0f;
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// what is caused by translation
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FLOAT3D vTraFromTra = vTranslationParallel;
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FLOAT fTraFromTra = vTraFromTra.Length();
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FLOAT3D vRotFromTra = FLOAT3D(1,0,0);
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FLOAT fRotFromTra = 0;
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if (fTraFromTra>0.001f) {
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vTraFromTra/=fTraFromTra;
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vRotFromTra = vTraFromTra*vPlane;
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vRotFromTra.Normalize();
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}
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// if there is any rotation
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if (Abs(fRotFromRot)>0.01f) {
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// adjust on rotation axis
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AdjustSpeedOnOneAxis(fTraFromRot, fRotFromRot, bRolling);
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}
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// if there is any translation
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if (Abs(fTraFromTra)>0.01f) {
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// adjust on translation axis
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AdjustSpeedOnOneAxis(fTraFromTra, fRotFromTra, bRolling);
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}
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// put the speeds back together
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FLOATquat3D qTra;
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qTra.FromAxisAngle(vRotFromTra, fRotFromTra);
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FLOATquat3D qRot;
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qRot.FromAxisAngle(vRotFromRot, fRotFromRot);
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FLOATquat3D q = qRot*qTra;
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FLOAT3D vSpeed = vTraFromTra*fTraFromTra + vTraFromRot*fTraFromRot;
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// set the new speeds
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en_vCurrentTranslationAbsolute = vTranslationNormal+vSpeed;
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q.ToAxisAngle(m_vR, m_fASpeed);
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m_fASpeed *= 180/PI;
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}
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/************************************************************
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* S O U N D S *
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************************************************************/
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void BounceSound(FLOAT fSpeed) {
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FLOAT fHitStrength = fSpeed*fSpeed;
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FLOAT fVolume = fHitStrength/20.0f;
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//CPrintF("bounce %g->%g\n", fHitStrength, fVolume);
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fVolume = Clamp( fVolume, 0.0f, 2.0f);
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//FLOAT fVolume = Clamp(fHitStrength*5E-3f, 0.0f, 2.0f);
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FLOAT fPitch = Lerp(0.2f, 1.0f, Clamp(fHitStrength/100, 0.0f, 1.0f));
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if (fVolume<0.1f) {
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return;
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}
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CSoundObject &so = (&m_soBounce0)[m_iNextChannel];
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m_iNextChannel = (m_iNextChannel+1)%5;
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so.Set3DParameters(200.0f*m_fStretch, 100.0f*m_fStretch, fVolume, fPitch);
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PlaySound(so, SOUND_BOUNCE, SOF_3D);
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};
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void RollSound(FLOAT fSpeed)
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{
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FLOAT fHitStrength = fSpeed*fSpeed*m_fStretch*m_fStretch*m_fStretch;
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FLOAT fVolume = fHitStrength/20.0f;
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fVolume = Clamp( fVolume, 0.0f, 1.0f);
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FLOAT fPitch = Lerp(0.2f, 1.0f, Clamp(fHitStrength/100, 0.0f, 1.0f));
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if (fVolume<0.1f) {
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if (m_bRollPlaying) {
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m_soRoll.Stop();
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m_bRollPlaying = FALSE;
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}
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return;
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}
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m_soRoll.Set3DParameters(200.0f*m_fStretch, 100.0f*m_fStretch, fVolume, fPitch);
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if (!m_bRollPlaying) {
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PlaySound(m_soRoll, SOUND_ROLL, SOF_3D|SOF_LOOP);
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m_bRollPlaying = TRUE;
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}
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}
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procedures:
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Main()
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{
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// set appearance
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InitAsModel();
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SetPhysicsFlags(EPF_ONBLOCK_BOUNCE|EPF_PUSHABLE|EPF_MOVABLE|EPF_TRANSLATEDBYGRAVITY);
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SetCollisionFlags(ECF_MODEL);
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SetModel(MODEL_ROLLINGSTONE);
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SetModelMainTexture(TEXTURE_ROLLINGSTONE);
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AddAttachmentToModel(this, *GetModelObject(), 0, MODEL_STONESPHERE, TEXTURE_ROLLINGSTONE, 0, 0, TEXTURE_DETAIL);
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GetModelObject()->StretchModel( FLOAT3D(m_fStretch, m_fStretch, m_fStretch));
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ModelChangeNotify();
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en_fBounceDampNormal = m_fBounce;
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en_fBounceDampParallel = m_fBounce;
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en_fAcceleration = en_fDeceleration = m_fDeceleration;
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en_fCollisionSpeedLimit = 45.0f;
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en_fCollisionDamageFactor = 10.0f;
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SetPlacement(CPlacement3D(GetPlacement().pl_PositionVector, ANGLE3D(0,0,0)));
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m_qA = FLOATquat3D(0, 1, 0, 0);
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m_qALast= FLOATquat3D(0, 1, 0, 0);
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autowait(0.1f);
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SetHealth( m_fHealth);
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AddToMovers();
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wait() {
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on (ETrigger) : {
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FLOAT3D v;
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AnglesToDirectionVector(m_vStartDir, v);
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GiveImpulseTranslationAbsolute(v*m_fStartSpeed);
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//CPrintF("triggered\n");
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resume;
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}
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on (ETouch eTouch) :
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{
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//CPrintF("touched\n");
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if( !m_bFixedDamage)
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{
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FLOAT fDamageFactor = en_vCurrentTranslationAbsolute.Length()/10.0f;
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FLOAT fAppliedDamage = fDamageFactor*m_fDamage;
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// inflict damage
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InflictDirectDamage( eTouch.penOther, this, DMT_CANNONBALL, fAppliedDamage,
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eTouch.penOther->GetPlacement().pl_PositionVector, eTouch.plCollision);
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}
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else
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{
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if(en_vCurrentTranslationAbsolute.Length() != 0.0f)
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{
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// inflict damage
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InflictDirectDamage( eTouch.penOther, this, DMT_CANNONBALL, m_fDamage,
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eTouch.penOther->GetPlacement().pl_PositionVector, eTouch.plCollision);
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}
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}
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// adjust rotation and translation speeds
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AdjustSpeeds(eTouch.plCollision);
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// if touched a brush
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if (eTouch.penOther->GetRenderType() & RT_BRUSH)
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{
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BounceSound(((FLOAT3D&)eTouch.plCollision) % en_vCurrentTranslationAbsolute);
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// calculate speed along impact normal
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FLOAT fImpactSpeed = en_vCurrentTranslationAbsolute% (-(FLOAT3D&)eTouch.plCollision);
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// if strong collision
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if( fImpactSpeed > 1000)
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{
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// receive artificial impact damage
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ReceiveDamage(eTouch.penOther, DMT_IMPACT, m_fHealth*2.0f,
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FLOAT3D(0,0,0), FLOAT3D(0,0,0));
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}
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}
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resume;
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}
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on (EDeath) : {
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// get your size
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FLOATaabbox3D box;
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GetBoundingBox(box);
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FLOAT fEntitySize = box.Size().MaxNorm();
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Debris_Begin(EIBT_ROCK, DPT_NONE, BET_NONE, fEntitySize, FLOAT3D(1.0f,2.0f,3.0f), FLOAT3D(0,0,0), 1.0f, 0.0f);
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for(INDEX iDebris = 0; iDebris<12; iDebris++) {
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Debris_Spawn(this, this, MODEL_STONE, TEXTURE_STONE, 0, 0, 0, IRnd()%4, 0.15f,
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FLOAT3D(FRnd()*0.8f+0.1f, FRnd()*0.8f+0.1f, FRnd()*0.8f+0.1f));
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}
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Destroy();
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stop;
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}
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}
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// cease to exist
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Destroy();
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return;
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}
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};
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