Serious-Engine/Sources/EntitiesMP/Ship.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

340 lines
9.2 KiB
JavaScript

/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
103
%{
#include "StdH.h"
%}
uses "EntitiesMP/ShipMarker";
event EHarbor {
};
%{
// adjust angular velocity
ANGLE AdjustRotationSpeed(ANGLE aDiference, ANGLE aMaxSpeed)
{
aDiference = NormalizeAngle(aDiference);
aDiference = Clamp(aDiference, -aMaxSpeed, +aMaxSpeed);
return aDiference;
}
%}
class CShip : CMovableBrushEntity {
name "Ship";
thumbnail "Thumbnails\\Ship.tbn";
features "HasName", "IsTargetable";
properties:
1 CTString m_strName "Name" 'N' = "Ship",
2 CTString m_strDescription = "",
3 CEntityPointer m_penTarget "Target" 'T',
4 FLOAT m_fSpeed "Speed [m/s]" 'S' = 10.0f,
5 FLOAT m_fRotation "Rotation [deg/s]" 'R' = 30.0f,
6 FLOAT m_fRockingV "Rocking V" 'V' = 10.0f,
7 FLOAT m_fRockingA "Rocking A" 'A' = 10.0f,
8 FLOAT m_fAcceleration "Acceleration" 'C' = 10.0f,
10 BOOL m_bMoving = TRUE,
11 FLOAT m_fRockSign = 1.0f,
12 FLOAT m_fLastTargetDistance = UpperLimit(0.0f),
20 CEntityPointer m_penSail "Sail" 'L',
21 ANIMATION m_iSailUpAnim "Sail roll-up anim"=0,
22 ANIMATION m_iSailDownAnim "Sail roll-down anim"=0,
23 ANIMATION m_iSailSailAnim "Sail sailing anim"=0,
24 ANIMATION m_iSailWaveingAnim "Sail wawing anim"=0,
30 FLOAT m_fOriginalRockingV = 0.0f,
31 FLOAT m_fOriginalRockingA = 0.0f,
32 FLOAT m_fNextRockingV = 0.0f,
33 FLOAT m_fNextRockingA = 0.0f,
34 FLOAT m_tmRockingChange=1, // how many second to change rocking parameters
35 FLOAT m_tmRockingChangeStart=-1, // when changing of rocking parameters has started
components:
functions:
/* Check if entity is moved on a route set up by its targets. */
BOOL MovesByTargetedRoute(CTString &strTargetProperty) const {
strTargetProperty = "Target";
return TRUE;
};
/* Check if entity can drop marker for making linked route. */
BOOL DropsMarker(CTFileName &fnmMarkerClass, CTString &strTargetProperty) const {
fnmMarkerClass = CTFILENAME("Classes\\ShipMarker.ecl");
strTargetProperty = "Target";
return TRUE;
}
const CTString &GetDescription(void) const {
((CTString&)m_strDescription).PrintF("-><none>");
if (m_penTarget!=NULL) {
((CTString&)m_strDescription).PrintF("->%s", (const char *) m_penTarget->GetName());
}
return m_strDescription;
}
/* Get anim data for given animation property - return NULL for none. */
CAnimData *GetAnimData(SLONG slPropertyOffset)
{
if((slPropertyOffset==_offsetof(CShip, m_iSailUpAnim)
||slPropertyOffset==_offsetof(CShip, m_iSailDownAnim)
||slPropertyOffset==_offsetof(CShip, m_iSailSailAnim)
||slPropertyOffset==_offsetof(CShip, m_iSailWaveingAnim))
&&m_penSail!=NULL) {
return m_penSail->GetModelObject()->GetData();
} else {
return CEntity::GetAnimData(slPropertyOffset);
}
};
// calculate velocities towards marker
void SetMovingSpeeds(void)
{
// if the brush should not be moving, or there is no target
if (!m_bMoving || m_penTarget==NULL) {
// just rock
SetDesiredRotation(ANGLE3D(0,0,GetRockingSpeed()));
return;
}
CShipMarker *penTarget = (CShipMarker *)(CEntity*)m_penTarget;
const CPlacement3D &plThis = GetPlacement();
// get direction to target
const FLOAT3D &vTarget = penTarget->GetPlacement().pl_PositionVector;
const FLOAT3D &vNow = plThis.pl_PositionVector;
FLOAT3D vDirection = vTarget-vNow;
FLOAT fTargetDistance = vDirection.Length();
// if got close enough
if (fTargetDistance<m_fSpeed*5*_pTimer->TickQuantum) {
// switch to next marker
NextMarker();
return;
}
vDirection/=fTargetDistance;
ANGLE3D aAngle;
DirectionVectorToAngles(vDirection, aAngle);
aAngle-=plThis.pl_OrientationAngle;
aAngle(1) = AdjustRotationSpeed(aAngle(1), m_fRotation);
aAngle(2) = 0;
aAngle(3) = GetRockingSpeed();
SetDesiredRotation(aAngle);
// set speed
SetDesiredTranslation(FLOAT3D(0,0,-m_fSpeed));
en_fAcceleration = m_fAcceleration;
en_fDeceleration = m_fAcceleration;
}
// calculate rocking velocity
ANGLE GetRockingSpeed(void)
{
// if rocking changing time has not passed
TIME tmSinceChangeStarted = _pTimer->CurrentTick()-m_tmRockingChangeStart;
if (tmSinceChangeStarted<m_tmRockingChange) {
// calculate current rocking parameters
FLOAT fFactor = tmSinceChangeStarted/m_tmRockingChange;
m_fRockingV = Lerp(m_fOriginalRockingV, m_fNextRockingV, fFactor);
m_fRockingA = Lerp(m_fOriginalRockingA, m_fNextRockingA, fFactor);
}
if (m_fRockingV==0) {
return 0;
}
ANGLE aAngle = GetPlacement().pl_OrientationAngle(3);
ANGLE aRotation = Sqrt(m_fRockingA*m_fRockingA-aAngle*aAngle)*m_fRockingV;
if (aRotation<2 && aAngle*m_fRockSign>0) {
m_fRockSign = -m_fRockSign;
};
if (aRotation<2) {
aRotation = 2;
}
aRotation *=m_fRockSign;
return aRotation;
}
// switch to next marker
void NextMarker(void)
{
// get next marker
CShipMarker *penTarget = (CShipMarker *)(CEntity*)m_penTarget;
CShipMarker *penNextTarget = (CShipMarker *)(CEntity*)penTarget->m_penTarget;
// if this marker is harbor
if (penTarget->m_bHarbor) {
// stop
StopSailing();
// start being in harbor
SendEvent(EHarbor());
}
// if got to end
if (penNextTarget==NULL) {
// stop
StopSailing();
return;
}
// get properties from marker
FLOAT fSpeed = penTarget->m_fSpeed;
if (fSpeed>=0) {
m_fSpeed = fSpeed;
}
FLOAT fRotation = penTarget->m_fRotation;
if (fRotation>=0) {
m_fRotation = fRotation;
}
FLOAT fAcceleration = penTarget->m_fAcceleration;
if (fAcceleration>=0) {
m_fAcceleration = fAcceleration;
}
m_fOriginalRockingV = m_fRockingV;
m_fOriginalRockingA = m_fRockingA;
FLOAT fRockingV = penTarget->m_fRockingV;
if (fRockingV>=0) {
m_fNextRockingV = fRockingV;
} else {
m_fNextRockingV = m_fRockingV;
}
FLOAT fRockingA = penTarget->m_fRockingA;
if (fRockingA>=0) {
m_fNextRockingA = fRockingA;
} else {
m_fNextRockingA = m_fRockingA;
}
m_tmRockingChange = penTarget->m_tmRockingChange;
m_tmRockingChangeStart = _pTimer->CurrentTick();
// remember next marker as current target
m_penTarget = penNextTarget;
SetMovingSpeeds();
}
void StartSailing()
{
m_bMoving = TRUE;
// calculate velocities towards marker
SetMovingSpeeds();
}
void StopSailing(void)
{
m_bMoving = FALSE;
SetDesiredRotation(ANGLE3D(0,0,GetDesiredRotation()(3)));
SetDesiredTranslation(FLOAT3D(0,0,0));
}
// do moving
void PreMoving(void) {
// calculate velocities towards marker
SetMovingSpeeds();
CMovableBrushEntity::PreMoving();
};
procedures:
Sail() {
// roll the sail down
m_penSail->GetModelObject()->PlayAnim(m_iSailDownAnim, 0);
autowait(m_penSail->GetModelObject()->GetAnimLength(m_iSailDownAnim));
// start sail waveing
m_penSail->GetModelObject()->PlayAnim(m_iSailWaveingAnim, AOF_LOOPING);
// wait until touched by a player or started
wait() {
on (EBegin) : { resume; }
on (ETouch eTouch) : {
if (IsDerivedFromClass(eTouch.penOther, "PlayerEntity")) {
stop;
}
}
on (EStart) : {
stop;
}
}
// blow the sail up
m_penSail->GetModelObject()->PlayAnim(m_iSailSailAnim, 0);
// start moving
StartSailing();
// sail until we come to harbor
wait() {
on (EBegin) : { resume; }
on (EHarbor) : { stop; }
}
// stay in harbor
jump Harbor();
}
Harbor() {
// roll the sail up
m_penSail->GetModelObject()->PlayAnim(m_iSailUpAnim, 0);
// stay in harbor until we are triggered
wait() {
on (EBegin) : { resume; }
on (ETrigger) : { stop; }
}
// start sailing
jump Sail();
}
Main() {
// declare yourself as a brush
InitAsBrush();
SetPhysicsFlags(EPF_BRUSH_MOVING&~(EPF_ABSOLUTETRANSLATE|EPF_NOACCELERATION));
SetCollisionFlags(ECF_BRUSH);
// stop moving brush
ForceFullStop();
// assure valid target
if (m_penTarget!=NULL && !IsOfClass(m_penTarget, "Ship Marker")) {
WarningMessage("Target '%s' is not of ShipMarker class!", (const char *) m_penTarget->GetName());
m_penTarget = NULL;
}
// assure valid sail
if (m_penSail!=NULL && m_penSail->GetRenderType()!=RT_MODEL) {
WarningMessage("Sail '%s' is not a model!", (const char *) m_penSail->GetName());
m_penSail = NULL;
}
// wait until game starts
autowait(0.1f);
// if sail is not valid
if (m_penSail==NULL) {
// don't continue
WarningMessage("Ship will not work without a valid sail!");
return;
}
// forever
wait() {
// on the beginning
on (EBegin) : {
// start sailing
call Sail();
}
// move is obstructed
on (EBlock eBlock) : {
// inflict damage to entity that block brush
InflictDirectDamage(eBlock.penOther, this, DMT_BRUSH, 10.0f,
FLOAT3D(0.0f,0.0f,0.0f), (FLOAT3D &)eBlock.plCollision);
resume;
}
}
}
};