/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ 608 %{ #include "EntitiesMP/StdH/StdH.h" #include "EntitiesMP/Effector.h" #include %} enum EffectorEffectType { 0 ET_NONE "None", // no particles 1 ET_DESTROY_OBELISK "Destroy obelisk", // effect of obelisk destroying 2 ET_DESTROY_PYLON "Destroy pylon", // effect of pylon destroying 3 ET_HIT_GROUND "Hit ground", // effect of hitting ground 4 ET_LIGHTNING "Lightning", // lightning effect 5 ET_SIZING_BIG_BLUE_FLARE "Sizing big blue flare", // sizing big blue flare with reflections effect 6 ET_SIZING_RING_FLARE "Sizing ring flare", // sizing ringed flare effect 7 ET_MOVING_RING "Moving ring", // moving ring effect 8 ET_PORTAL_LIGHTNING "Portal lightnings", // lightnings between portal vertices 9 ET_MORPH_MODELS "Morph two models", // morph wto models 10 ET_DISAPPEAR_MODEL "Disappear model", // disappear model 11 ET_APPEAR_MODEL "Appear model", // appear model 12 ET_DISAPPEAR_MODEL_NOW "Disappear model now", // disappear model now 13 ET_APPEAR_MODEL_NOW "Appear model now", // appear model now }; // input parameter for spawning effector event ESpawnEffector { enum EffectorEffectType eetType, // type of particles FLOAT3D vDamageDir, // direction of damage FLOAT3D vDestination, // FX Destination FLOAT tmLifeTime, // FX's life period FLOAT fSize, // misc size INDEX ctCount, // misc count CEntityPointer penModel, // ptr to model object used in this effect CEntityPointer penModel2, // ptr to second model object used in this effect }; %{ void CEffector_OnPrecache(CDLLEntityClass *pdec, INDEX iUser) { switch ((EffectorEffectType)iUser) { case ET_MOVING_RING : pdec->PrecacheModel(MODEL_POWER_RING); pdec->PrecacheTexture(TEXTURE_POWER_RING); break; case ET_DESTROY_OBELISK : case ET_DESTROY_PYLON : case ET_HIT_GROUND : case ET_LIGHTNING : case ET_SIZING_BIG_BLUE_FLARE : case ET_SIZING_RING_FLARE : case ET_PORTAL_LIGHTNING : case ET_MORPH_MODELS : case ET_DISAPPEAR_MODEL : case ET_APPEAR_MODEL : case ET_DISAPPEAR_MODEL_NOW : case ET_APPEAR_MODEL_NOW : // no precaching needed break; default: ASSERT(FALSE); } } // array for model vertices in absolute space CStaticStackArray avModelFXVertices; %} class CEffector: CMovableModelEntity { name "Effector"; thumbnail ""; features "ImplementsOnPrecache"; properties: 1 enum EffectorEffectType m_eetType = ET_NONE, // type of effect 2 FLOAT m_tmStarted = 0.0f, // time when spawned 3 FLOAT3D m_vDamageDir = FLOAT3D(0,0,0), // direction of damage 4 FLOAT3D m_vFXDestination = FLOAT3D(0,0,0), // FX destination 5 FLOAT m_tmLifeTime = 5.0f, // how long effect lives 6 FLOAT m_fSize = 1.0f, // effect's stretcher 8 INDEX m_ctCount = 0, // misc count 10 BOOL m_bLightSource = FALSE, // effect is also light source 11 CAnimObject m_aoLightAnimation, // light animation object 12 INDEX m_iLightAnimation = -1, // light animation index 13 BOOL m_bAlive = TRUE, // if effector is still alive 14 CEntityPointer m_penModel, // ptr to model object used in this effect 15 CEntityPointer m_penModel2, // ptr to second model object used in this effect 16 BOOL m_bWaitTrigger = FALSE, // if effect is activated using trigger { CLightSource m_lsLightSource; } components: 1 model MODEL_MARKER "Models\\Editor\\Axis.mdl", 2 texture TEXTURE_MARKER "Models\\Editor\\Vector.tex", 3 model MODEL_POWER_RING "Models\\CutSequences\\SpaceShip\\PowerRing.mdl", 4 texture TEXTURE_POWER_RING "Models\\CutSequences\\SpaceShip\\PowerRing.tex" functions: // calculate life ratio FLOAT CalculateLifeRatio(FLOAT fFadeInRatio, FLOAT fFadeOutRatio) { TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted; FLOAT fLifeRatio = CalculateRatio( tmDelta, 0, m_tmLifeTime, fFadeInRatio, fFadeOutRatio); return fLifeRatio; } void AdjustMipFactor(FLOAT &fMipFactor) { if (m_eetType==ET_DISAPPEAR_MODEL || m_eetType==ET_DISAPPEAR_MODEL_NOW && m_penModel!=NULL) { CModelObject *pmo = m_penModel->GetModelObject(); TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted; FLOAT fLifeRatio; if( m_tmStarted == -1) { fLifeRatio = 1.0f; } else if( tmDelta>=m_tmLifeTime) { fLifeRatio = 0.0f; } else { fLifeRatio = CalculateLifeRatio(0.0f, 1.0f); } UBYTE ubAlpha = UBYTE(255.0f*fLifeRatio); COLOR col = C_WHITE|ubAlpha; pmo->mo_colBlendColor = col; } if (m_eetType==ET_APPEAR_MODEL || m_eetType==ET_APPEAR_MODEL_NOW && m_penModel!=NULL) { CModelObject *pmo = m_penModel->GetModelObject(); TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted; FLOAT fLifeRatio; if( m_tmStarted == -1) { fLifeRatio = 0.0f; } else if( tmDelta>=m_tmLifeTime) { fLifeRatio = 1.0f; } else { fLifeRatio = CalculateLifeRatio(1.0f, 0.0f); } UBYTE ubAlpha = UBYTE(255.0f*fLifeRatio); COLOR col = C_WHITE|ubAlpha; pmo->mo_colBlendColor = col; } if (m_eetType==ET_MORPH_MODELS && m_penModel!=NULL && m_penModel2!=NULL) { CModelObject *pmo1 = m_penModel->GetModelObject(); CModelObject *pmo2 = m_penModel2->GetModelObject(); TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted; FLOAT fLifeRatio; if( m_tmStarted == -1) { fLifeRatio = 0.0f; } else if( tmDelta>=m_tmLifeTime) { fLifeRatio = 1.0f; } else { fLifeRatio = CalculateLifeRatio(1.0f, 0.0f); } UBYTE ubAlpha1 = UBYTE(255.0f*(1-fLifeRatio)); UBYTE ubAlpha2 = 255-ubAlpha1; COLOR col1 = C_WHITE|ubAlpha1; COLOR col2 = C_WHITE|ubAlpha2; pmo1->mo_colBlendColor = col1; pmo2->mo_colBlendColor = col2; } } BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient) { if(m_eetType==ET_MOVING_RING) { FLOAT fLifeRatio = CalculateLifeRatio(0.2f, 0.1f); FLOAT fT = _pTimer->CurrentTick()-m_tmStarted; FLOAT fPulse = 1.0f; UBYTE ub = UBYTE (255.0f*fPulse*fLifeRatio); COLOR col = RGBAToColor(ub,ub,ub,ub); GetModelObject()->mo_colBlendColor = col; } return FALSE; } void RenderMovingLightnings(void) { // calculate life ratio FLOAT fLifeRatio = CalculateLifeRatio(0.1f, 0.1f); // fill array with absolute vertices of entity's model and its attached models m_penModel->GetModelVerticesAbsolute(avModelFXVertices, 0.05f, 0.0f); const FLOATmatrix3D &m = m_penModel->GetRotationMatrix(); FLOAT3D vOrigin = m_penModel->GetPlacement().pl_PositionVector; FLOAT fFXTime = 0.75f; FLOAT fMaxHeight = 6.0f; FLOAT fdh = 1.0f; FLOAT tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted; FLOAT fY0 = tmDelta; for(FLOAT fT=tmDelta; fT>0; fT-=fFXTime) { FLOAT fY = fT*2.0f; if( fY>fMaxHeight) { continue; } // calculate height ratio FLOAT fHeightRatio = CalculateRatio( fY, 0, fMaxHeight, 0.1f, 0.0f); FLOAT fMinY = 1e6f; FLOAT fMinY2 = -1e6f; INDEX iLower = -1; INDEX iUpper = -1; for( INDEX iVtx=0; iVtxfY && v(2)fMinY2 && v(1)<0) { iUpper = iVtx; fMinY2 = v(2); } } // if we found valid vertex if( iLower!=-1 && iUpper!=-1) { FLOAT3D vRelHi = (avModelFXVertices[iUpper]-vOrigin)*!m; FLOAT3D vRelLow = (avModelFXVertices[iLower]-vOrigin)*!m; FLOAT fLerpFactor = (fY-vRelLow(2))/(vRelHi(2)-vRelLow(2)); FLOAT3D vRel = Lerp(vRelLow, vRelHi, fLerpFactor); vRel(2) = fY; FLOAT3D vAbs1 = vOrigin+vRel*m; vRel(1)=-vRel(1); FLOAT3D vAbs2 = vOrigin+vRel*m; // render lightning Particles_Ghostbuster( vAbs1, vAbs2, 16, 0.325f, fHeightRatio*fLifeRatio, 5.0f); } } avModelFXVertices.Clear(); } // particles void RenderParticles(void) { // calculate ratio FLOAT fRatio; TIME tmNow = _pTimer->GetLerpedCurrentTick(); TIME tmDelta = tmNow - m_tmStarted; FLOAT fLivingRatio = tmDelta/m_tmLifeTime; if(fLivingRatio<0.25f) { fRatio = Clamp( fLivingRatio/0.25f, 0.0f, 1.0f); } else if(fLivingRatio>0.75f) { fRatio = Clamp( (-fLivingRatio+1.0f)/0.25f, 0.0f, 1.0f); } else { fRatio = 1.0f; } switch( m_eetType) { case ET_DESTROY_OBELISK: Particles_DestroyingObelisk( this, m_tmStarted); break; case ET_DESTROY_PYLON: Particles_DestroyingPylon( this, m_vDamageDir, m_tmStarted); break; case ET_HIT_GROUND: Particles_HitGround( this, m_tmStarted, m_fSize); break; case ET_LIGHTNING: Particles_Ghostbuster(GetPlacement().pl_PositionVector, m_vFXDestination, m_ctCount, m_fSize, fRatio); break; case ET_PORTAL_LIGHTNING: RenderMovingLightnings(); break; } }; /* Read from stream. */ void Read_t( CTStream *istr) // throw char * { CMovableModelEntity::Read_t(istr); // setup light source if( m_bLightSource) { SetupLightSource(); } } /* Get static light source information. */ CLightSource *GetLightSource(void) { if( m_bLightSource && !IsPredictor()) { return &m_lsLightSource; } else { return NULL; } } // Setup light source void SetupLightSource(void) { if( m_iLightAnimation>=0) { // set light animation if available try { m_aoLightAnimation.SetData_t(CTFILENAME("Animations\\Effector.ani")); } catch (char *strError) { WarningMessage(TRANS("Cannot load Animations\\Effector.ani: %s"), strError); } // play light animation if (m_aoLightAnimation.GetData()!=NULL) { m_aoLightAnimation.PlayAnim(m_iLightAnimation, 0); } } // setup light source CLightSource lsNew; lsNew.ls_ulFlags = LSF_LENSFLAREONLY; lsNew.ls_rHotSpot = 0.0f; switch (m_eetType) { case ET_SIZING_RING_FLARE: lsNew.ls_colColor = C_WHITE|CT_OPAQUE; lsNew.ls_rHotSpot = 100.0f; lsNew.ls_rFallOff = 300.0f; lsNew.ls_plftLensFlare = &_lftWhiteGlowStarNG; break; case ET_SIZING_BIG_BLUE_FLARE: lsNew.ls_colColor = C_WHITE|CT_OPAQUE; lsNew.ls_rHotSpot = 500.0f*m_fSize; lsNew.ls_rFallOff = 1000.0f*m_fSize; lsNew.ls_plftLensFlare = &_lftBlueStarBlueReflections; break; default: ASSERTALWAYS("Unknown light source"); } lsNew.ls_ubPolygonalMask = 0; lsNew.ls_paoLightAnimation = NULL; // setup light animation lsNew.ls_paoLightAnimation = NULL; if (m_aoLightAnimation.GetData()!=NULL) { lsNew.ls_paoLightAnimation = &m_aoLightAnimation; } m_lsLightSource.ls_penEntity = this; m_lsLightSource.SetLightSource(lsNew); } /************************************************************ * MAIN * ************************************************************/ procedures: Main( ESpawnEffector eSpawn) { // set appearance InitAsEditorModel(); SetPhysicsFlags(EPF_MODEL_IMMATERIAL|EPF_MOVABLE); SetCollisionFlags(ECF_TOUCHMODEL); SetFlags( GetFlags()|ENF_SEETHROUGH); SetModel(MODEL_MARKER); SetModelMainTexture(TEXTURE_MARKER); // setup variables m_eetType = eSpawn.eetType; m_vDamageDir = eSpawn.vDamageDir; m_tmStarted = _pTimer->CurrentTick(); m_tmLifeTime = eSpawn.tmLifeTime; m_vFXDestination = eSpawn.vDestination; m_fSize = eSpawn.fSize; m_ctCount = eSpawn.ctCount; m_bAlive = TRUE; m_penModel = eSpawn.penModel; m_penModel2 = eSpawn.penModel2; m_bWaitTrigger = FALSE; autowait(0.1f); if(m_eetType==ET_MOVING_RING) { SetModel(MODEL_POWER_RING); SetModelMainTexture(TEXTURE_POWER_RING); en_fAcceleration = 1e6f; FLOAT fSpeed = 550.0f; SetDesiredTranslation(FLOAT3D(0,-fSpeed,0)); FLOAT fPathLen = GetPlacement().pl_PositionVector(2)-m_vFXDestination(2); // t=s/v m_tmLifeTime = fPathLen/fSpeed; SwitchToModel(); FLOAT fSize = 36.0f; FLOAT3D vStretch = FLOAT3D(fSize, fSize*2.0f, fSize); GetModelObject()->StretchModel(vStretch); ModelChangeNotify(); } // spetial initializations if(m_eetType==ET_SIZING_RING_FLARE) { m_bLightSource = TRUE; m_iLightAnimation = 0; } if(m_eetType==ET_SIZING_BIG_BLUE_FLARE) { m_bLightSource = TRUE; m_iLightAnimation = 1; } if(m_eetType==ET_MORPH_MODELS || m_eetType==ET_DISAPPEAR_MODEL || m_eetType==ET_APPEAR_MODEL) { m_bWaitTrigger = TRUE; m_tmStarted = -1; } if(m_eetType==ET_DISAPPEAR_MODEL_NOW || m_eetType==ET_APPEAR_MODEL_NOW) { m_bWaitTrigger = FALSE; m_tmStarted = _pTimer->CurrentTick(); } // setup light source if (m_bLightSource) { SetupLightSource(); } while(_pTimer->CurrentTick()CurrentTick(); m_bWaitTrigger = FALSE; // live forever m_bAlive = TRUE; } resume; } on( ETimer):{ stop;} } // check if moving ring reached target position if(m_eetType==ET_MOVING_RING) { if( GetPlacement().pl_PositionVector(2) < m_vFXDestination(2)) { m_bAlive = FALSE; } } } Destroy(); return; } };