/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ 511 %{ #include "EntitiesMP/StdH/StdH.h" %} uses "EntitiesMP/BasicEffects"; uses "EntitiesMP/Light"; // input parameter for launching the projectile event EDevilProjectile { CEntityPointer penLauncher, // who launched it CEntityPointer penTarget, // target entity }; %{ #define FLY_TIME 15.0f #define ROTATE_SPEED 200.0f #define MOVING_SPEED 30.0f #define MOVING_FREQUENCY 0.1f %} class CDevilProjectile : CMovableModelEntity { name "Devil projectile"; thumbnail ""; properties: 1 CEntityPointer m_penLauncher, // who lanuched it 2 CEntityPointer m_penTarget, // target entity 10 FLOAT m_fIgnoreTime = 0.0f, // time when laucher will be ignored 11 FLOAT m_fStartTime = 0.0f, // start time when launched 12 FLOAT3D m_vDesiredAngle = FLOAT3D(0,0,0), 13 BOOL m_bFly = FALSE, 20 CSoundObject m_soEffect, // sound channel { CLightSource m_lsLightSource; } components: 1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl", 2 class CLASS_LIGHT "Classes\\Light.ecl", // ********* PLAYER ROCKET ********* 10 model MODEL_FLARE "Models\\Enemies\\Devil\\Flare.mdl", 11 texture TEXTURE_FLARE "Models\\Enemies\\Devil\\12.tex", functions: /* Read from stream. */ void Read_t( CTStream *istr) // throw char * { CMovableModelEntity::Read_t(istr); // setup light source SetupLightSource(); }; /* Get static light source information. */ CLightSource *GetLightSource(void) { if (!IsPredictor()) { return &m_lsLightSource; } else { return NULL; } }; // Setup light source void SetupLightSource(void) { // setup light source CLightSource lsNew; lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DYNAMIC; lsNew.ls_rHotSpot = 0.0f; lsNew.ls_colColor = RGBToColor(0, 128, 128); lsNew.ls_rFallOff = 5.0f; lsNew.ls_plftLensFlare = NULL; lsNew.ls_ubPolygonalMask = 0; lsNew.ls_paoLightAnimation = NULL; m_lsLightSource.ls_penEntity = this; m_lsLightSource.SetLightSource(lsNew); }; /************************************************************ * MOVING FUNCTIONS * ************************************************************/ // calculate rotation void CalcHeadingRotation(ANGLE aWantedHeadingRelative, ANGLE &aRotation) { // normalize it to [-180,+180] degrees aWantedHeadingRelative = NormalizeAngle(aWantedHeadingRelative); // if desired position is left if (aWantedHeadingRelative < -ROTATE_SPEED*MOVING_FREQUENCY) { // start turning left aRotation = -ROTATE_SPEED; // if desired position is right } else if (aWantedHeadingRelative > ROTATE_SPEED*MOVING_FREQUENCY) { // start turning right aRotation = +ROTATE_SPEED; // if desired position is more-less ahead } else { aRotation = aWantedHeadingRelative/MOVING_FREQUENCY; } }; // calculate angle from position void CalcAngleFromPosition() { // target enemy body FLOAT3D vTarget; /* EntityInfo *peiTarget = (EntityInfo*) (m_penTarget->GetEntityInfo()); GetEntityInfoPosition(m_penTarget, peiTarget->vTargetCenter, vTarget);*/ vTarget = m_penTarget->GetPlacement().pl_PositionVector; vTarget += FLOAT3D(m_penTarget->en_mRotation(1, 2), m_penTarget->en_mRotation(2, 2), m_penTarget->en_mRotation(3, 2)) * 2.0f; // find relative orientation towards the desired position m_vDesiredAngle = (vTarget - GetPlacement().pl_PositionVector).Normalize(); }; // rotate entity to desired angle void RotateToAngle() { // find relative heading towards the desired angle ANGLE aRotation; CalcHeadingRotation(GetRelativeHeading(m_vDesiredAngle), aRotation); // start rotating SetDesiredRotation(ANGLE3D(aRotation, 0, 0)); }; // fly move in direction void FlyInDirection() { RotateToAngle(); // target enemy body FLOAT3D vTarget; /* EntityInfo *peiTarget = (EntityInfo*) (m_penTarget->GetEntityInfo()); GetEntityInfoPosition(m_penTarget, peiTarget->vTargetCenter, vTarget);*/ vTarget = m_penTarget->GetPlacement().pl_PositionVector; vTarget += FLOAT3D(m_penTarget->en_mRotation(1, 2), m_penTarget->en_mRotation(2, 2), m_penTarget->en_mRotation(3, 2)) * 2.0f; // determine translation speed FLOAT3D vTranslation = (vTarget - GetPlacement().pl_PositionVector) * !en_mRotation; vTranslation(1) = 0.0f; vTranslation.Normalize(); vTranslation *= MOVING_SPEED; // start moving SetDesiredTranslation(vTranslation); }; // fly entity to desired position void FlyToPosition() { CalcAngleFromPosition(); FlyInDirection(); }; // rotate entity to desired position void RotateToPosition() { CalcAngleFromPosition(); RotateToAngle(); }; // stop moving entity void StopMoving() { StopRotating(); StopTranslating(); }; // stop rotating entity void StopRotating() { SetDesiredRotation(ANGLE3D(0, 0, 0)); }; // stop translating void StopTranslating() { SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, 0.0f)); }; /************************************************************ * C O M M O N F U N C T I O N S * ************************************************************/ void ProjectileTouch(CEntityPointer penHit) { // direct damage FLOAT3D vDirection; AnglesToDirectionVector(GetPlacement().pl_OrientationAngle, vDirection); InflictDirectDamage(penHit, m_penLauncher, DMT_PROJECTILE, 15.0f, GetPlacement().pl_PositionVector, vDirection); }; /************************************************************ * P R O C E D U R E S * ************************************************************/ procedures: Fly(EVoid) { // bounce loop m_bFly = TRUE; while(m_bFly && m_fStartTime+FLY_TIME > _pTimer->CurrentTick()) { wait(0.1f) { on (EBegin) : { FlyToPosition(); resume; } on (EPass epass) : { BOOL bHit; // ignore launcher within 1 second bHit = epass.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime; // ignore twister bHit &= !IsOfClass(epass.penOther, "Twister"); if (bHit) { ProjectileTouch(epass.penOther); m_bFly = FALSE; stop; } resume; } on (ETouch etouch) : { // clear time limit for launcher m_fIgnoreTime = 0.0f; resume; } on (ETimer) : { stop; } } } return EEnd(); }; // --->>> MAIN Main(EDevilProjectile eLaunch) { // remember the initial parameters ASSERT(eLaunch.penLauncher!=NULL); ASSERT(eLaunch.penTarget!=NULL); m_penLauncher = eLaunch.penLauncher; m_penTarget = eLaunch.penTarget; // set appearance InitAsModel(); SetPhysicsFlags(EPF_PROJECTILE_FLYING); SetCollisionFlags(ECF_PROJECTILE_MAGIC); SetModel(MODEL_FLARE); SetModelMainTexture(TEXTURE_FLARE); // setup light source SetupLightSource(); // remember lauching time m_fIgnoreTime = _pTimer->CurrentTick() + 1.0f; // fly m_fStartTime = _pTimer->CurrentTick(); autocall Fly() EEnd; // cease to exist Destroy(); return; } };