/* 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. */ 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()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; }; };