Serious-Engine/Sources/EntitiesMP/Spinner.es

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2016-03-12 01:20:51 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
2016-03-11 14:57:17 +01:00
348
%{
#include "StdH.h"
%}
uses "EntitiesMP/Twister";
// input parameter for timer
event ESpinnerInit {
CEntityPointer penParent, // who owns it
CEntityPointer penTwister, // twister who spawned this
FLOAT3D vRotationAngle, // rotation angle
FLOAT tmSpinTime, // spin time
FLOAT fUpSpeed, // up multiply speed
// for player impulse:
BOOL bImpulse, // one time only spin
FLOAT tmImpulseDuration, // impulse duration
};
class export CSpinner : CRationalEntity {
name "Spinner";
thumbnail "";
properties:
1 CEntityPointer m_penParent, // entity which owns it
2 FLOAT3D m_aSpinRotation = FLOAT3D(0.0f, 0.0f, 0.0f),
3 FLOAT3D m_vSpeed = FLOAT3D(0.0f, 0.0f, 0.0f),
4 FLOAT m_tmExpire = 0.0f,
5 FLOAT3D m_vLastSpeed = FLOAT3D(0.0f, 0.0f, 0.0f),
6 BOOL m_bImpulse = FALSE,
7 FLOAT m_tmWaitAfterImpulse = 0.0f, // wait after impulse
10 FLOAT m_tmSpawn = 0.0f,
11 FLOAT3D m_vSpinSpeed = FLOAT3D(0.0f, 0.0f, 0.0f),
components:
functions:
procedures:
Main(ESpinnerInit esi) {
// check some parameters
if ((!(esi.penParent->GetPhysicsFlags()&EPF_MOVABLE)) ||
(esi.penParent==NULL) || (esi.penParent==NULL))
{
Destroy();
return;
}
ASSERT(esi.penParent!=NULL);
ASSERT(esi.penTwister!=NULL);
// remember the initial parameters
CTwister &penTwister = (CTwister &)*esi.penTwister;
CMovableEntity &penParent = (CMovableEntity &)*esi.penParent;
m_penParent = esi.penParent;
m_aSpinRotation = esi.vRotationAngle;
m_bImpulse = esi.bImpulse;
if (m_bImpulse) {
m_tmWaitAfterImpulse = esi.tmSpinTime - esi.tmImpulseDuration;
if (m_tmWaitAfterImpulse<=0.0f) { m_tmWaitAfterImpulse = 0.01f; }
}
m_vSpinSpeed = ((CMovableEntity&)*m_penParent).en_vCurrentTranslationAbsolute;
m_vSpinSpeed = FLOAT3D(0.0f, 0.0f, m_vSpinSpeed.Length());
// init as nothing
InitAsVoid();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
SetCollisionFlags(ECF_IMMATERIAL);
if (!m_bImpulse) {
m_tmExpire = _pTimer->CurrentTick() + esi.tmSpinTime;
} else {
m_tmExpire = _pTimer->CurrentTick() + esi.tmImpulseDuration;
}
m_tmSpawn = _pTimer->CurrentTick();
// throw target parameters
m_vSpeed = FLOAT3D(penTwister.en_mRotation(1, 2), penTwister.en_mRotation(2, 2), penTwister.en_mRotation(3, 2)) * esi.fUpSpeed;
// give absolute speed some randomness
ANGLE3D aRnd;
FLOATmatrix3D m;
aRnd(1) = FRnd()*360.0f; aRnd(2) = FRnd()*30.0f; aRnd(3) = 0.0f;
MakeRotationMatrixFast(m, aRnd);
m_vSpeed = m_vSpeed*m;
//each tick until the m_tmExpire, reinitialise spin
while (_pTimer->CurrentTick()<m_tmExpire)
{
// if the parent is deleted, stop existing
if (m_penParent->GetFlags()&ENF_DELETED) {
Destroy();
return;
}
if (((CMovableEntity&)*m_penParent).en_vCurrentTranslationAbsolute!=m_vLastSpeed ||
((CMovableEntity&)*m_penParent).en_vCurrentTranslationAbsolute==FLOAT3D(0.0f, 0.0f, 0.0f)) {
// give absolute speed
((CMovableEntity&)*m_penParent).en_vCurrentTranslationAbsolute += m_vSpeed;
m_vLastSpeed = ((CMovableEntity&)*m_penParent).en_vCurrentTranslationAbsolute;
} else {
// give it some speed
((CMovableEntity&)*m_penParent).SetDesiredTranslation(m_vSpinSpeed);
}
// spin entity if not impulse
if (!m_bImpulse) {
((CMovableEntity&)*m_penParent).en_aDesiredRotationRelative = m_aSpinRotation;
}
autowait (_pTimer->TickQuantum);
}
// stop spinning the parent entity
((CMovableEntity&)*m_penParent).en_aDesiredRotationRelative = ANGLE3D(0.0f, 0.0f, 0.0f);
// wait if necessary and stop the up translation if player
if (m_bImpulse) {
((CMovableEntity&)*m_penParent).SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, 0.0f));
autowait(m_tmWaitAfterImpulse);
}
// cease to exist
Destroy();
return;
};
};