/* 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. */ 604 %{ #include "StdH.h" %} uses "EntitiesMP/Debris"; class CRollingStone: CMovableModelEntity { name "RollingStone"; thumbnail "Thumbnails\\RollingStone.tbn"; features "IsTargetable"; properties: 1 FLOAT m_fBounce "Bounce" 'B' = 0.5f, 2 FLOAT m_fHealth "Health" 'H' = 400.0f, 3 FLOAT m_fDamage "Damage" 'D' = 1000.0f, 4 BOOL m_bFixedDamage "Fixed damage" 'F' = FALSE, 5 FLOAT m_fStretch "Stretch" 'S' = 1.0f, 6 FLOAT m_fDeceleration "Deceleration" = 0.9f, 7 FLOAT m_fStartSpeed "Start Speed" 'Z' = 50.0f, 8 ANGLE3D m_vStartDir "Start Direction" 'A' = ANGLE3D(0,0,0), 9 CEntityPointer m_penDeathTarget "Death target" 'T', // sound channels for bouncing sound 20 CSoundObject m_soBounce0, 21 CSoundObject m_soBounce1, 22 CSoundObject m_soBounce2, 23 CSoundObject m_soBounce3, 24 CSoundObject m_soBounce4, 30 INDEX m_iNextChannel = 0, // next channel to play sound on 31 CSoundObject m_soRoll, 32 BOOL m_bRollPlaying = FALSE, // internal vars 40 FLOATquat3D m_qA = FLOATquat3D(0, 1, 0, 0), 41 FLOATquat3D m_qALast = FLOATquat3D(0, 1, 0, 0), 42 FLOAT m_fASpeed = 0.0f, 43 FLOAT3D m_vR = FLOAT3D(0,0,1), components: 1 model MODEL_ROLLINGSTONE "Models\\Ages\\Egypt\\Traps\\RollingStone\\RollingStone.mdl", 2 model MODEL_STONESPHERE "Models\\Ages\\Egypt\\Traps\\RollingStone\\Stone.mdl", 3 texture TEXTURE_ROLLINGSTONE "Models\\Ages\\Egypt\\Traps\\RollingStone\\Stone.tex", 5 texture TEXTURE_DETAIL "Models\\Ages\\Egypt\\Traps\\RollingStone\\Detail.tex", // ************** STONE PARTS ************** 14 model MODEL_STONE "Models\\Effects\\Debris\\Stone\\Stone.mdl", 15 texture TEXTURE_STONE "Models\\Effects\\Debris\\Stone\\Stone.tex", 16 class CLASS_DEBRIS "Classes\\Debris.ecl", 4 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl", 20 sound SOUND_BOUNCE "Sounds\\Misc\\RollingStone.wav", 21 sound SOUND_ROLL "Sounds\\Misc\\RollingStoneEnvironment.wav", functions: void Precache(void) { PrecacheClass(CLASS_DEBRIS); PrecacheModel(MODEL_STONE); PrecacheTexture(TEXTURE_STONE); PrecacheSound(SOUND_BOUNCE); PrecacheSound(SOUND_ROLL); } void PostMoving() { CMovableModelEntity::PostMoving(); // if touching floor if (en_penReference!=NULL) { // adjust rotation and translation speeds AdjustSpeeds(en_vReferencePlane); //CPrintF("adjusting\n"); } else { //CPrintF("not adjusting\n"); } // m_fASpeed *= m_fDeceleration; m_qALast = m_qA; FLOATquat3D qRot; qRot.FromAxisAngle(m_vR, m_fASpeed*_pTimer->TickQuantum*PI/180); FLOATmatrix3D mRot; qRot.ToMatrix(mRot); m_qA = qRot*m_qA; if (en_ulFlags&ENF_INRENDERING) { m_qALast = m_qA; } } /* Adjust model mip factor if needed. */ void AdjustMipFactor(FLOAT &fMipFactor) { fMipFactor = 0;// !!!!!!!!!!!!!!!!!!!!!!!!!!!!! FLOATquat3D qA; qA = Slerp(_pTimer->GetLerpFactor(), m_qALast, m_qA); FLOATmatrix3D mA; qA.ToMatrix(mA); ANGLE3D vA; DecomposeRotationMatrixNoSnap(vA, mA); CAttachmentModelObject *amo = GetModelObject()->GetAttachmentModel(0); amo->amo_plRelative.pl_OrientationAngle = vA; } void AdjustSpeedOnOneAxis(FLOAT &fTraNow, FLOAT &aRotNow, BOOL bRolling) { // calculate new rotation and translation to make them synchronized // NOTE: formulae used: // momentum of the ball : I = 2*m*r^2/5 // velocity and rotation syncronized: w*r = v // sum of impulses is constant: w1/r*I+v1*m = w2/r*I+v2*m // this yields: v2 = (2*r*w1+5*v1)/7 FLOAT fR = 4.0f*m_fStretch; // size of original sphere model (4m) times stretch FLOAT fTraNew = (2*aRotNow*fR+5*fTraNow)/7; FLOAT aRotNew = fTraNew/fR; fTraNow = fTraNew; aRotNow = aRotNew; } // adjust rotation and translation speeds void AdjustSpeeds(const FLOAT3D &vPlane) { // if going too slow in translation and rotation if (en_vCurrentTranslationAbsolute.Length()<1.0f && m_fASpeed<1.0f) { // just stop en_vCurrentTranslationAbsolute = FLOAT3D(0,0,0); m_fASpeed = 0.0f; RollSound(0.0f); return; } // decompose speed to components regarding the plane FLOAT3D vTranslationNormal; FLOAT3D vTranslationParallel; GetParallelAndNormalComponents(en_vCurrentTranslationAbsolute, vPlane, vTranslationNormal, vTranslationParallel); // check if rolling BOOL bRolling = vTranslationNormal.Length()<0.1f; // if rolling if (bRolling) { // get rotation direction from speed, if possible FLOAT fSpeedTra = vTranslationParallel.Length(); /* if (fSpeedTra>0.01f) { m_vR = (vTranslationParallel/fSpeedTra)*vPlane; }*/ RollSound(fSpeedTra); } else { RollSound(0); } // --- find original axes and values // what is caused by rotation FLOAT3D vRotFromRot = m_vR; FLOAT3D vTraFromRot = vPlane*vRotFromRot; vTraFromRot.Normalize(); FLOAT fTraFromRot = 0; FLOAT fRotFromRot = m_fASpeed*PI/180.0f; // what is caused by translation FLOAT3D vTraFromTra = vTranslationParallel; FLOAT fTraFromTra = vTraFromTra.Length(); FLOAT3D vRotFromTra = FLOAT3D(1,0,0); FLOAT fRotFromTra = 0; if (fTraFromTra>0.001f) { vTraFromTra/=fTraFromTra; vRotFromTra = vTraFromTra*vPlane; vRotFromTra.Normalize(); } // if there is any rotation if (Abs(fRotFromRot)>0.01f) { // adjust on rotation axis AdjustSpeedOnOneAxis(fTraFromRot, fRotFromRot, bRolling); } // if there is any translation if (Abs(fTraFromTra)>0.01f) { // adjust on translation axis AdjustSpeedOnOneAxis(fTraFromTra, fRotFromTra, bRolling); } // put the speeds back together FLOATquat3D qTra; qTra.FromAxisAngle(vRotFromTra, fRotFromTra); FLOATquat3D qRot; qRot.FromAxisAngle(vRotFromRot, fRotFromRot); FLOATquat3D q = qRot*qTra; FLOAT3D vSpeed = vTraFromTra*fTraFromTra + vTraFromRot*fTraFromRot; // set the new speeds en_vCurrentTranslationAbsolute = vTranslationNormal+vSpeed; q.ToAxisAngle(m_vR, m_fASpeed); m_fASpeed *= 180/PI; } /************************************************************ * S O U N D S * ************************************************************/ void BounceSound(FLOAT fSpeed) { FLOAT fHitStrength = fSpeed*fSpeed; FLOAT fVolume = fHitStrength/20.0f; //CPrintF("bounce %g->%g\n", fHitStrength, fVolume); fVolume = Clamp( fVolume, 0.0f, 2.0f); //FLOAT fVolume = Clamp(fHitStrength*5E-3f, 0.0f, 2.0f); FLOAT fPitch = Lerp(0.2f, 1.0f, Clamp(fHitStrength/100, 0.0f, 1.0f)); if (fVolume<0.1f) { return; } CSoundObject &so = (&m_soBounce0)[m_iNextChannel]; m_iNextChannel = (m_iNextChannel+1)%5; so.Set3DParameters(200.0f*m_fStretch, 100.0f*m_fStretch, fVolume, fPitch); PlaySound(so, SOUND_BOUNCE, SOF_3D); }; void RollSound(FLOAT fSpeed) { FLOAT fHitStrength = fSpeed*fSpeed*m_fStretch*m_fStretch*m_fStretch; FLOAT fVolume = fHitStrength/20.0f; fVolume = Clamp( fVolume, 0.0f, 1.0f); FLOAT fPitch = Lerp(0.2f, 1.0f, Clamp(fHitStrength/100, 0.0f, 1.0f)); if (fVolume<0.1f) { if (m_bRollPlaying) { m_soRoll.Stop(); m_bRollPlaying = FALSE; } return; } m_soRoll.Set3DParameters(200.0f*m_fStretch, 100.0f*m_fStretch, fVolume, fPitch); if (!m_bRollPlaying) { PlaySound(m_soRoll, SOUND_ROLL, SOF_3D|SOF_LOOP); m_bRollPlaying = TRUE; } } procedures: Main() { // set appearance InitAsModel(); SetPhysicsFlags(EPF_ONBLOCK_BOUNCE|EPF_PUSHABLE|EPF_MOVABLE|EPF_TRANSLATEDBYGRAVITY); SetCollisionFlags(ECF_MODEL); SetModel(MODEL_ROLLINGSTONE); SetModelMainTexture(TEXTURE_ROLLINGSTONE); AddAttachmentToModel(this, *GetModelObject(), 0, MODEL_STONESPHERE, TEXTURE_ROLLINGSTONE, 0, 0, TEXTURE_DETAIL); GetModelObject()->StretchModel( FLOAT3D(m_fStretch, m_fStretch, m_fStretch)); ModelChangeNotify(); en_fBounceDampNormal = m_fBounce; en_fBounceDampParallel = m_fBounce; en_fAcceleration = en_fDeceleration = m_fDeceleration; en_fCollisionSpeedLimit = 45.0f; en_fCollisionDamageFactor = 10.0f; SetPlacement(CPlacement3D(GetPlacement().pl_PositionVector, ANGLE3D(0,0,0))); m_qA = FLOATquat3D(0, 1, 0, 0); m_qALast= FLOATquat3D(0, 1, 0, 0); autowait(0.1f); SetHealth( m_fHealth); AddToMovers(); wait() { on (ETrigger) : { FLOAT3D v; AnglesToDirectionVector(m_vStartDir, v); GiveImpulseTranslationAbsolute(v*m_fStartSpeed); //CPrintF("triggered\n"); resume; } on (ETouch eTouch) : { //CPrintF("touched\n"); if( !m_bFixedDamage) { FLOAT fDamageFactor = en_vCurrentTranslationAbsolute.Length()/10.0f; FLOAT fAppliedDamage = fDamageFactor*m_fDamage; // inflict damage InflictDirectDamage( eTouch.penOther, this, DMT_CANNONBALL, fAppliedDamage, eTouch.penOther->GetPlacement().pl_PositionVector, eTouch.plCollision); } else { if(en_vCurrentTranslationAbsolute.Length() != 0.0f) { // inflict damage InflictDirectDamage( eTouch.penOther, this, DMT_CANNONBALL, m_fDamage, eTouch.penOther->GetPlacement().pl_PositionVector, eTouch.plCollision); } } // adjust rotation and translation speeds AdjustSpeeds(eTouch.plCollision); // if touched a brush if (eTouch.penOther->GetRenderType() & RT_BRUSH) { BounceSound(((FLOAT3D&)eTouch.plCollision) % en_vCurrentTranslationAbsolute); // calculate speed along impact normal FLOAT fImpactSpeed = en_vCurrentTranslationAbsolute% (-(FLOAT3D&)eTouch.plCollision); // if strong collision if( fImpactSpeed > 1000) { // receive artificial impact damage ReceiveDamage(eTouch.penOther, DMT_IMPACT, m_fHealth*2.0f, FLOAT3D(0,0,0), FLOAT3D(0,0,0)); } } resume; } on (EDeath eDeath) : { SendToTarget(m_penDeathTarget, EET_TRIGGER, eDeath.eLastDamage.penInflictor); // get your size FLOATaabbox3D box; GetBoundingBox(box); FLOAT fEntitySize = box.Size().MaxNorm(); Debris_Begin(EIBT_ROCK, DPT_NONE, BET_NONE, fEntitySize, FLOAT3D(1.0f,2.0f,3.0f), FLOAT3D(0,0,0), 1.0f, 0.0f); for(INDEX iDebris = 0; iDebris<12; iDebris++) { Debris_Spawn(this, this, MODEL_STONE, TEXTURE_STONE, 0, 0, 0, IRnd()%4, 0.15f, FLOAT3D(FRnd()*0.8f+0.1f, FRnd()*0.8f+0.1f, FRnd()*0.8f+0.1f)); } Destroy(); stop; } } // cease to exist Destroy(); return; } };