mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +01:00
286 lines
7.9 KiB
JavaScript
286 lines
7.9 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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511
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%{
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#include "StdH.h"
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%}
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uses "EntitiesMP/BasicEffects";
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uses "EntitiesMP/Light";
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// input parameter for launching the projectile
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event EDevilProjectile {
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CEntityPointer penLauncher, // who launched it
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CEntityPointer penTarget, // target entity
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};
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%{
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#define FLY_TIME 15.0f
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#define ROTATE_SPEED 200.0f
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#define MOVING_SPEED 30.0f
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#define MOVING_FREQUENCY 0.1f
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%}
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class CDevilProjectile : CMovableModelEntity {
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name "Devil projectile";
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thumbnail "";
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properties:
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1 CEntityPointer m_penLauncher, // who lanuched it
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2 CEntityPointer m_penTarget, // target entity
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10 FLOAT m_fIgnoreTime = 0.0f, // time when laucher will be ignored
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11 FLOAT m_fStartTime = 0.0f, // start time when launched
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12 FLOAT3D m_vDesiredAngle = FLOAT3D(0,0,0),
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13 BOOL m_bFly = FALSE,
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20 CSoundObject m_soEffect, // sound channel
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{
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CLightSource m_lsLightSource;
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}
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components:
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1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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2 class CLASS_LIGHT "Classes\\Light.ecl",
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// ********* PLAYER ROCKET *********
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10 model MODEL_FLARE "Models\\Enemies\\Devil\\Flare.mdl",
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11 texture TEXTURE_FLARE "Models\\Enemies\\Devil\\12.tex",
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functions:
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/* Read from stream. */
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void Read_t( CTStream *istr) // throw char *
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{
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CMovableModelEntity::Read_t(istr);
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// setup light source
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SetupLightSource();
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};
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/* Get static light source information. */
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CLightSource *GetLightSource(void)
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{
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if (!IsPredictor()) {
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return &m_lsLightSource;
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} else {
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return NULL;
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}
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};
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// Setup light source
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void SetupLightSource(void)
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{
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// setup light source
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CLightSource lsNew;
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lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DYNAMIC;
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lsNew.ls_rHotSpot = 0.0f;
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lsNew.ls_colColor = RGBToColor(0, 128, 128);
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lsNew.ls_rFallOff = 5.0f;
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lsNew.ls_plftLensFlare = NULL;
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lsNew.ls_ubPolygonalMask = 0;
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lsNew.ls_paoLightAnimation = NULL;
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m_lsLightSource.ls_penEntity = this;
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m_lsLightSource.SetLightSource(lsNew);
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};
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/************************************************************
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* MOVING FUNCTIONS *
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************************************************************/
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// calculate rotation
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void CalcHeadingRotation(ANGLE aWantedHeadingRelative, ANGLE &aRotation) {
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// normalize it to [-180,+180] degrees
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aWantedHeadingRelative = NormalizeAngle(aWantedHeadingRelative);
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// if desired position is left
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if (aWantedHeadingRelative < -ROTATE_SPEED*MOVING_FREQUENCY) {
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// start turning left
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aRotation = -ROTATE_SPEED;
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// if desired position is right
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} else if (aWantedHeadingRelative > ROTATE_SPEED*MOVING_FREQUENCY) {
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// start turning right
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aRotation = +ROTATE_SPEED;
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// if desired position is more-less ahead
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} else {
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aRotation = aWantedHeadingRelative/MOVING_FREQUENCY;
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}
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};
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// calculate angle from position
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void CalcAngleFromPosition() {
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// target enemy body
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FLOAT3D vTarget;
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/* EntityInfo *peiTarget = (EntityInfo*) (m_penTarget->GetEntityInfo());
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GetEntityInfoPosition(m_penTarget, peiTarget->vTargetCenter, vTarget);*/
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vTarget = m_penTarget->GetPlacement().pl_PositionVector;
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vTarget += FLOAT3D(m_penTarget->en_mRotation(1, 2),
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m_penTarget->en_mRotation(2, 2),
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m_penTarget->en_mRotation(3, 2)) * 2.0f;
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// find relative orientation towards the desired position
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m_vDesiredAngle = (vTarget - GetPlacement().pl_PositionVector).Normalize();
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};
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// rotate entity to desired angle
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void RotateToAngle() {
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// find relative heading towards the desired angle
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ANGLE aRotation;
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CalcHeadingRotation(GetRelativeHeading(m_vDesiredAngle), aRotation);
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// start rotating
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SetDesiredRotation(ANGLE3D(aRotation, 0, 0));
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};
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// fly move in direction
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void FlyInDirection() {
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RotateToAngle();
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// target enemy body
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FLOAT3D vTarget;
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/* EntityInfo *peiTarget = (EntityInfo*) (m_penTarget->GetEntityInfo());
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GetEntityInfoPosition(m_penTarget, peiTarget->vTargetCenter, vTarget);*/
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vTarget = m_penTarget->GetPlacement().pl_PositionVector;
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vTarget += FLOAT3D(m_penTarget->en_mRotation(1, 2),
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m_penTarget->en_mRotation(2, 2),
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m_penTarget->en_mRotation(3, 2)) * 2.0f;
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// determine translation speed
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FLOAT3D vTranslation = (vTarget - GetPlacement().pl_PositionVector) * !en_mRotation;
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vTranslation(1) = 0.0f;
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vTranslation.Normalize();
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vTranslation *= MOVING_SPEED;
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// start moving
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SetDesiredTranslation(vTranslation);
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};
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// fly entity to desired position
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void FlyToPosition() {
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CalcAngleFromPosition();
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FlyInDirection();
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};
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// rotate entity to desired position
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void RotateToPosition() {
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CalcAngleFromPosition();
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RotateToAngle();
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};
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// stop moving entity
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void StopMoving() {
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StopRotating();
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StopTranslating();
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};
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// stop rotating entity
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void StopRotating() {
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SetDesiredRotation(ANGLE3D(0, 0, 0));
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};
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// stop translating
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void StopTranslating() {
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SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, 0.0f));
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};
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/************************************************************
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* C O M M O N F U N C T I O N S *
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************************************************************/
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void ProjectileTouch(CEntityPointer penHit) {
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// direct damage
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FLOAT3D vDirection;
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AnglesToDirectionVector(GetPlacement().pl_OrientationAngle, vDirection);
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InflictDirectDamage(penHit, m_penLauncher, DMT_PROJECTILE, 15.0f,
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GetPlacement().pl_PositionVector, vDirection);
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};
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/************************************************************
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* P R O C E D U R E S *
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************************************************************/
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procedures:
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Fly(EVoid) {
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// bounce loop
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m_bFly = TRUE;
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while(m_bFly && m_fStartTime+FLY_TIME > _pTimer->CurrentTick()) {
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wait(0.1f) {
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on (EBegin) : {
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FlyToPosition();
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resume;
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}
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on (EPass epass) : {
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BOOL bHit;
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// ignore launcher within 1 second
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bHit = epass.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime;
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// ignore twister
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bHit &= !IsOfClass(epass.penOther, "Twister");
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if (bHit) {
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ProjectileTouch(epass.penOther);
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m_bFly = FALSE;
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stop;
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}
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resume;
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}
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on (ETouch etouch) : {
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// clear time limit for launcher
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m_fIgnoreTime = 0.0f;
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resume;
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}
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on (ETimer) : { stop; }
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}
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}
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return EEnd();
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};
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// --->>> MAIN
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Main(EDevilProjectile eLaunch) {
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// remember the initial parameters
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ASSERT(eLaunch.penLauncher!=NULL);
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ASSERT(eLaunch.penTarget!=NULL);
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m_penLauncher = eLaunch.penLauncher;
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m_penTarget = eLaunch.penTarget;
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// set appearance
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InitAsModel();
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SetPhysicsFlags(EPF_PROJECTILE_FLYING);
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SetCollisionFlags(ECF_PROJECTILE_MAGIC);
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SetModel(MODEL_FLARE);
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SetModelMainTexture(TEXTURE_FLARE);
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// setup light source
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SetupLightSource();
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// remember lauching time
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m_fIgnoreTime = _pTimer->CurrentTick() + 1.0f;
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// fly
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m_fStartTime = _pTimer->CurrentTick();
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autocall Fly() EEnd;
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// cease to exist
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Destroy();
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return;
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}
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};
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