Serious-Engine/Sources/EntitiesMP/LarvaOffspring.es
Ryan C. Gordon 24cb244d43 First attempt to hand-merge Ryan's Linux and Mac OS X port.
This was a _ton_ of changes, made 15 years ago, so there are probably some
problems to work out still.

Among others: Engine/Base/Stream.* was mostly abandoned and will need to be
re-ported.

Still, this is a pretty good start, and probably holds a world record for
lines of changes or something.  :)
2016-03-28 23:46:13 -04:00

347 lines
11 KiB
JavaScript

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
353
%{
#include "StdH.h"
#include "EntitiesMP/EnemyBase.h"
#include "ModelsMP/Enemies/ExotechLarva/Projectile/TailProjectile.h"
%}
uses "EntitiesMP/BasicEffects";
uses "EntitiesMP/Light";
uses "EntitiesMP/Flame";
// input parameter for launching the LarvaOffspring
event ELaunchLarvaOffspring {
CEntityPointer penLauncher, // who launched it
};
%{
#define ECF_OFFSPRING ( \
((ECBI_MODEL|ECBI_BRUSH|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID|ECBI_ITEM|ECBI_MODEL_HOLDER|ECBI_CORPSE_SOLID)<<ECB_TEST) |\
((ECBI_MODEL)<<ECB_IS) |\
((ECBI_MODEL)<<ECB_PASS) )
%}
class export CLarvaOffspring : CMovableModelEntity {
name "LarvaOffspring";
thumbnail "";
features "CanBePredictable";
properties:
1 CEntityPointer m_penLauncher, // who lanuched it
5 CEntityPointer m_penTarget, // guided LarvaOffspring's target
11 FLOAT m_fIgnoreTime = 0.0f, // time when laucher will be ignored
12 FLOAT m_fFlyTime = 0.0f, // fly time before explode/disappear
13 FLOAT m_fStartTime = 0.0f, // start time when launched
14 FLOAT m_fDamageAmount = 0.0f, // damage amount when hit something
15 FLOAT m_fRangeDamageAmount = 0.0f, // range damage amount
16 FLOAT m_fDamageHotSpotRange = 0.0f, // hot spot range damage for exploding LarvaOffspring
17 FLOAT m_fDamageFallOffRange = 0.0f, // fall off range damage for exploding LarvaOffspring
18 FLOAT m_fSoundRange = 0.0f, // sound range where explosion can be heard
19 BOOL m_bExplode = FALSE, // explode -> range damage
24 FLOAT m_aRotateSpeed = 0.0f, // speed of rotation for guided LarvaOffsprings*/
25 FLOAT m_tmExpandBox = 0.0f, // expand collision after a few seconds
30 CSoundObject m_soEffect, // sound channel
50 BOOL bLockedOn = TRUE,
components:
1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
10 model MODEL_LARVA_TAIL "ModelsMP\\Enemies\\ExotechLarva\\Projectile\\TailProjectile.mdl",
11 texture TEXTURE_LARVA_TAIL "ModelsMP\\Enemies\\ExotechLarva\\Projectile\\TailProjectile.tex",
12 sound SOUND_LARVETTE "ModelsMP\\Enemies\\ExotechLarva\\Sounds\\Squeak.wav",
functions:
// premoving
void PreMoving(void) {
if (m_tmExpandBox>0) {
if (_pTimer->CurrentTick()>m_fStartTime+m_tmExpandBox) {
ChangeCollisionBoxIndexWhenPossible(1);
m_tmExpandBox = 0;
}
}
CMovableModelEntity::PreMoving();
}
void Precache()
{
PrecacheSound(SOUND_LARVETTE);
PrecacheModel(MODEL_LARVA_TAIL);
PrecacheTexture(TEXTURE_LARVA_TAIL);
PrecacheClass(CLASS_BASIC_EFFECT, BET_ROCKET);
PrecacheClass(CLASS_BASIC_EFFECT, BET_SHOCKWAVE);
}
void InitializeProjectile(void) {
// we need target for guided misile
if (IsDerivedFromClass(m_penLauncher, "Enemy Base")) {
m_penTarget = ((CEnemyBase *) &*m_penLauncher)->m_penEnemy;
}
// set appearance
InitAsModel();
SetPhysicsFlags(EPF_MODEL_SLIDING);
SetCollisionFlags(ECF_OFFSPRING);
SetModel(MODEL_LARVA_TAIL);
SetModelMainTexture(TEXTURE_LARVA_TAIL);
GetModelObject()->StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f));
ModelChangeNotify();
// play the flying sound
m_soEffect.Set3DParameters(50.0f, 10.0f, 1.0f, 1.0f);
PlaySound(m_soEffect, SOUND_LARVETTE, SOF_3D|SOF_LOOP);
// start moving
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
SetDesiredRotation(ANGLE3D(0, 0, 0));
m_fFlyTime = 12.0f;
m_fDamageAmount = 10.0f;
m_aRotateSpeed = 275.0f;
SetHealth(10.0f);
}
void LarvaTailExplosion(void) {
ESpawnEffect ese;
FLOAT3D vPoint;
FLOATplane3D vPlaneNormal;
FLOAT fDistanceToEdge;
// explosion
ese.colMuliplier = C_WHITE|CT_OPAQUE;
ese.betType = BET_ROCKET;
ese.vStretch = FLOAT3D(1,1,1);
SpawnEffect(GetPlacement(), ese);
// spawn sound event in range
if( IsDerivedFromClass( m_penLauncher, "Player")) {
SpawnRangeSound( m_penLauncher, this, SNDT_PLAYER, m_fSoundRange);
}
// explosion debris
ese.betType = BET_EXPLOSION_DEBRIS;
SpawnEffect(GetPlacement(), ese);
// explosion smoke
ese.betType = BET_EXPLOSION_SMOKE;
SpawnEffect(GetPlacement(), ese);
// on plane
if (GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge)) {
if ((vPoint-GetPlacement().pl_PositionVector).Length() < 3.5f) {
// stain
ese.betType = BET_EXPLOSIONSTAIN;
ese.vNormal = FLOAT3D(vPlaneNormal);
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
// shock wave
ese.betType = BET_SHOCKWAVE;
ese.vNormal = FLOAT3D(vPlaneNormal);
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
// second explosion on plane
ese.betType = BET_ROCKET_PLANE;
ese.vNormal = FLOAT3D(vPlaneNormal);
SpawnEffect(CPlacement3D(vPoint+ese.vNormal/50.0f, ANGLE3D(0, 0, 0)), ese);
}
}
}
/************************************************************
* C O M M O N F U N C T I O N S *
************************************************************/
void ProjectileTouch(CEntityPointer penHit)
{
// explode if needed
ProjectileHit();
// direct damage
FLOAT3D vDirection;
FLOAT fTransLen = en_vIntendedTranslation.Length();
if( fTransLen>0.5f)
{
vDirection = en_vIntendedTranslation/fTransLen;
}
else
{
vDirection = -en_vGravityDir;
}
const FLOAT fDamageMul = GetSeriousDamageMultiplier(m_penLauncher);
InflictDirectDamage(penHit, m_penLauncher, DMT_PROJECTILE, m_fDamageAmount*fDamageMul,
GetPlacement().pl_PositionVector, vDirection);
};
void ProjectileHit(void)
{
// explode ...
if (m_bExplode) {
const FLOAT fDamageMul = GetSeriousDamageMultiplier(m_penLauncher);
InflictRangeDamage(m_penLauncher, DMT_EXPLOSION, m_fRangeDamageAmount*fDamageMul,
GetPlacement().pl_PositionVector, m_fDamageHotSpotRange, m_fDamageFallOffRange);
}
// sound event
if (m_fSoundRange > 0.0f) {
ESound eSound;
eSound.EsndtSound = SNDT_EXPLOSION;
eSound.penTarget = m_penLauncher;
SendEventInRange(eSound, FLOATaabbox3D(GetPlacement().pl_PositionVector, m_fSoundRange));
}
};
// spawn effect
void SpawnEffect(const CPlacement3D &plEffect, const ESpawnEffect &eSpawnEffect) {
CEntityPointer penEffect = CreateEntity(plEffect, CLASS_BASIC_EFFECT);
penEffect->Initialize(eSpawnEffect);
};
// Calculate current rotation speed to rich given orientation in future
ANGLE GetRotationSpeed(ANGLE aWantedAngle, ANGLE aRotateSpeed, FLOAT fWaitFrequency)
{
ANGLE aResult;
// if desired position is smaller
if ( aWantedAngle<-aRotateSpeed*fWaitFrequency)
{
// start decreasing
aResult = -aRotateSpeed;
}
// if desired position is bigger
else if (aWantedAngle>aRotateSpeed*fWaitFrequency)
{
// start increasing
aResult = +aRotateSpeed;
}
// if desired position is more-less ahead
else
{
aResult = aWantedAngle/fWaitFrequency;
}
return aResult;
}
/************************************************************
* P R O C E D U R E S *
************************************************************/
procedures:
LarvaOffspringGuidedSlide(EVoid) {
// if already inside some entity
CEntity *penObstacle;
if (CheckForCollisionNow(0, &penObstacle)) {
// explode now
ProjectileTouch(penObstacle);
return EEnd();
}
// fly loop
while( _pTimer->CurrentTick()<(m_fStartTime+m_fFlyTime))
{
FLOAT fWaitFrequency = 0.1f;
if (m_penTarget!=NULL) {
// calculate desired position and angle
EntityInfo *pei= (EntityInfo*) (m_penTarget->GetEntityInfo());
FLOAT3D vDesiredPosition;
GetEntityInfoPosition( m_penTarget, pei->vSourceCenter, vDesiredPosition);
FLOAT3D vDesiredDirection = (vDesiredPosition-GetPlacement().pl_PositionVector).Normalize();
// for heading
ANGLE aWantedHeading = GetRelativeHeading( vDesiredDirection);
ANGLE aHeading = GetRotationSpeed( aWantedHeading, m_aRotateSpeed, fWaitFrequency);
// factor used to decrease speed of LarvaOffsprings oriented opposite of its target
FLOAT fSpeedDecreasingFactor = ((180-Abs(aWantedHeading))/180.0f);
// factor used to increase speed when far away from target
FLOAT fSpeedIncreasingFactor = (vDesiredPosition-GetPlacement().pl_PositionVector).Length()/100;
fSpeedIncreasingFactor = ClampDn(fSpeedIncreasingFactor, 1.0f);
// decrease speed acodring to target's direction
FLOAT fMaxSpeed = 30.0f*fSpeedIncreasingFactor;
FLOAT fMinSpeedRatio = 0.5f;
FLOAT fWantedSpeed = fMaxSpeed*( fMinSpeedRatio+(1-fMinSpeedRatio)*fSpeedDecreasingFactor);
// adjust translation velocity
SetDesiredTranslation( FLOAT3D(0, 0, -fWantedSpeed));
// adjust rotation speed
m_aRotateSpeed = 75.0f*(1+0.5f*fSpeedDecreasingFactor);
// calculate distance factor
FLOAT fDistanceFactor = (vDesiredPosition-GetPlacement().pl_PositionVector).Length()/50.0;
fDistanceFactor = ClampUp(fDistanceFactor, 4.0f);
FLOAT fRNDHeading = (FRnd()-0.5f)*180*fDistanceFactor;
// if we are looking near direction of target
if( Abs(aWantedHeading) < 30.0f)
{
// adjust heading and pich
SetDesiredRotation(ANGLE3D(aHeading+fRNDHeading,0,0));
}
// just adjust heading
else
{
SetDesiredRotation(ANGLE3D(aHeading,0,0));
}
}
wait( fWaitFrequency)
{
on (EBegin) : { resume; }
on (EPass epass) : {
BOOL bHit;
// ignore launcher within 1 second
bHit = epass.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime;
// ignore another LarvaOffspring
bHit &= !IsOfClass(epass.penOther, "LarvaOffspring");
// ignore twister
bHit &= !IsOfClass(epass.penOther, "Twister");
if (bHit) {
ProjectileTouch(epass.penOther);
return EEnd();
}
resume;
}
on (EDeath) :
{
ProjectileHit();
return EEnd();
}
on (ETimer) :
{
stop;
}
}
}
return EEnd();
};
Main(ELaunchLarvaOffspring eLaunch) {
// remember the initial parameters
ASSERT(eLaunch.penLauncher!=NULL);
m_penLauncher = eLaunch.penLauncher;
SetPredictable(TRUE);
// remember lauching time
m_fIgnoreTime = _pTimer->CurrentTick() + 1.0f;
InitializeProjectile();
// fly
m_fStartTime = _pTimer->CurrentTick();
autocall LarvaOffspringGuidedSlide() EEnd;
LarvaTailExplosion();
Destroy();
return;
}
};