mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 03:40:26 +01:00
317 lines
12 KiB
JavaScript
317 lines
12 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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217
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%{
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#include "StdH.h"
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%}
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uses "EntitiesMP/ModelHolder2";
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uses "EntitiesMP/BasicEffects";
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uses "EntitiesMP/Debris";
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uses "EntitiesMP/BloodSpray";
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uses "EntitiesMP/SoundHolder";
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// event sent to entities in range of model destroy
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// (e.g light can turn off)
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event ERangeModelDestruction {
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};
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// type of debris
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enum DestructionDebrisType {
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1 DDT_STONE "Stone",
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2 DDT_WOOD "Wood",
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3 DDT_PALM "Palm",
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4 DDT_CHILDREN_CUSTOM "Custom (children)",
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};
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class CModelDestruction : CEntity {
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name "ModelDestruction";
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thumbnail "Thumbnails\\ModelDestruction.tbn";
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features "HasName", "IsTargetable", "IsImportant";
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properties:
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1 CTString m_strName "Name" 'N' = "ModelDestruction",
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2 CTString m_strDescription = "",
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10 CEntityPointer m_penModel0 "Model 0" 'M' COLOR(C_RED|0x80),
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11 CEntityPointer m_penModel1 "Model 1" COLOR(C_RED|0x80),
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12 CEntityPointer m_penModel2 "Model 2" COLOR(C_RED|0x80),
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13 CEntityPointer m_penModel3 "Model 3" COLOR(C_RED|0x80),
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14 CEntityPointer m_penModel4 "Model 4" COLOR(C_RED|0x80),
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20 FLOAT m_fHealth "Health" 'H' = 50.0f, // health of the model pointing to this
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22 enum DestructionDebrisType m_ddtDebris "Debris" 'D' = DDT_STONE, // type of debris
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23 INDEX m_ctDebris "Debris Count" = 3,
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24 FLOAT m_fDebrisSize "Debris Size" = 1.0f,
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25 enum EntityInfoBodyType m_eibtBodyType "Body Type" = EIBT_ROCK,
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26 enum SprayParticlesType m_sptType "Particle Type" = SPT_NONE, // type of particles
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27 FLOAT m_fParticleSize "Particle Size" 'Z' = 1.0f, // size of particles
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28 BOOL m_bRequireExplosion "Requires Explosion" = FALSE,
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29 FLOAT m_fDebrisLaunchPower "CC: Debris Launch Power" 'L' = 1.0f, // launch power of debris
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30 enum DebrisParticlesType m_dptParticles "CC: Trail particles" = DPT_NONE,
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31 enum BasicEffectType m_betStain "CC: Leave stain" = BET_NONE,
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32 FLOAT m_fLaunchCone "CC: Launch cone" = 45.0f,
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33 FLOAT m_fRndRotH "CC: Rotation heading" = 720.0f,
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34 FLOAT m_fRndRotP "CC: Rotation pitch" = 720.0f,
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35 FLOAT m_fRndRotB "CC: Rotation banking" = 720.0f,
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36 FLOAT m_fParticleLaunchPower "Particle Launch Power" 'P' = 1.0f, // launch power of particles
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37 COLOR m_colParticles "Central Particle Color" 'C' = COLOR(C_WHITE|CT_OPAQUE),
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40 ANIMATION m_iStartAnim "Start anim" = -1,
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41 BOOL m_bDebrisImmaterialASAP "Immaterial ASAP" = TRUE,
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50 INDEX m_ctDustFall "Dusts Count" = 1, // count of spawned dust falls
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51 FLOAT m_fMinDustFallHeightRatio "Dust Min Height Ratio" = 0.1f, // min ratio of model height for dust
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52 FLOAT m_fMaxDustFallHeightRatio "Dust Max Height Ratio" = 0.6f, // max ratio of model height for dust
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53 FLOAT m_fDustStretch "Dust Stretch" = 1.0f, // dust stretch
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54 FLOAT m_fDebrisDustRandom "Dust Debris Random" = 0.25f, // random for spawning dusts on debris fall
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55 FLOAT m_fDebrisDustStretch "Dust Debris Stretch" = 1.0f, // size of spawned dust
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56 CEntityPointer m_penShake "Shake marker" 'A',
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components:
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1 model MODEL_MODELDESTRUCTION "Models\\Editor\\ModelDestruction.mdl",
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2 texture TEXTURE_MODELDESTRUCTION "Models\\Editor\\ModelDestruction.tex",
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3 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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// ************** WOOD PARTS **************
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10 model MODEL_WOOD "Models\\Effects\\Debris\\Wood01\\Wood.mdl",
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11 texture TEXTURE_WOOD "Models\\Effects\\Debris\\Wood01\\Wood.tex",
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12 model MODEL_BRANCH "ModelsMP\\Effects\\Debris\\Tree\\Tree.mdl",
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13 texture TEXTURE_BRANCH "ModelsMP\\Plants\\Tree01\\Tree01.tex",
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// ************** STONE PARTS **************
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14 model MODEL_STONE "Models\\Effects\\Debris\\Stone\\Stone.mdl",
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15 texture TEXTURE_STONE "Models\\Effects\\Debris\\Stone\\Stone.tex",
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functions:
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void Precache(void) {
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PrecacheClass(CLASS_BASIC_EFFECT, BET_EXPLOSIONSTAIN);
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switch(m_ddtDebris) {
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case DDT_STONE: {
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PrecacheModel(MODEL_STONE);
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PrecacheTexture(TEXTURE_STONE);
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} break;
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case DDT_WOOD: {
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PrecacheModel(MODEL_WOOD);
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PrecacheTexture(TEXTURE_WOOD);
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} break;
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case DDT_PALM: {
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PrecacheModel(MODEL_WOOD);
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PrecacheTexture(TEXTURE_WOOD);
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} break;
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}
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};
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/* Get anim data for given animation property - return NULL for none. */
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CAnimData *GetAnimData(SLONG slPropertyOffset)
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{
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if(slPropertyOffset==offsetof(CModelDestruction, m_iStartAnim))
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{
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CModelHolder2 *pmh=GetModel(0);
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if(pmh!=NULL)
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{
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return pmh->GetModelObject()->GetData();
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}
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}
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return CEntity::GetAnimData(slPropertyOffset);
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}
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const CTString &GetDescription(void) const {
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INDEX ct = GetModelsCount();
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if(ct==0) {
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((CTString&)m_strDescription).PrintF("(%g): no more", m_fHealth);
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} else if(ct==1) {
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((CTString&)m_strDescription).PrintF("(%g): %s", m_fHealth, m_penModel0->GetName());
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} else if (TRUE) {
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((CTString&)m_strDescription).PrintF("(%g): %s,...(%d)", m_fHealth, m_penModel0->GetName(), ct);
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}
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return m_strDescription;
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}
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// check if one model target is valid
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void CheckOneModelTarget(CEntityPointer &pen)
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{
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if (pen!=NULL && !IsOfClass(pen, "ModelHolder2")) {
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WarningMessage("Model '%s' is not ModelHolder2!", pen->GetName());
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pen=NULL;
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}
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}
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// get next phase in destruction
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class CModelHolder2 *GetNextPhase(void)
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{
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INDEX ct = GetModelsCount();
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// if not more models
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if (ct==0) {
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// return none
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return NULL;
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// if there are some
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} else {
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// choose by random
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return GetModel(IRnd()%ct);
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}
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}
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// get number of models set by user
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INDEX GetModelsCount(void) const
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{
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// note: only first N that are no NULL are used
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if (m_penModel0==NULL) { return 0; };
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if (m_penModel1==NULL) { return 1; };
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if (m_penModel2==NULL) { return 2; };
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if (m_penModel3==NULL) { return 3; };
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if (m_penModel4==NULL) { return 4; };
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return 5;
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}
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// get model by its index
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class CModelHolder2 *GetModel(INDEX iModel)
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{
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ASSERT(iModel<=GetModelsCount());
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iModel = Clamp(iModel, INDEX(0), GetModelsCount());
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return (CModelHolder2 *)&*(&m_penModel0)[iModel];
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}
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// spawn debris for given model
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void SpawnDebris(CModelHolder2 *penmhDestroyed)
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{
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FLOATaabbox3D box;
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penmhDestroyed->GetBoundingBox(box);
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FLOAT fEntitySize = box.Size().MaxNorm();
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switch(m_ddtDebris) {
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case DDT_STONE: {
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Debris_Begin(EIBT_ROCK, DPT_NONE, BET_NONE, fEntitySize, FLOAT3D(0,0,0), FLOAT3D(0,0,0), 1.0f, 0.0f);
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for(INDEX iDebris = 0; iDebris<m_ctDebris; iDebris++) {
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Debris_Spawn(penmhDestroyed, this, MODEL_STONE, TEXTURE_STONE, 0, 0, 0, IRnd()%4, m_fDebrisSize,
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FLOAT3D(FRnd()*0.8f+0.1f, FRnd()*0.8f+0.1f, FRnd()*0.8f+0.1f));
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}
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} break;
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case DDT_WOOD:
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{
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Debris_Begin(EIBT_WOOD, DPT_NONE, BET_NONE, fEntitySize, FLOAT3D(0,0,0), FLOAT3D(0,0,0), 1.0f, 0.0f);
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for(INDEX iDebris = 0; iDebris<m_ctDebris; iDebris++)
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{
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Debris_Spawn(penmhDestroyed, this, MODEL_WOOD, TEXTURE_WOOD, 0, 0, 0, 0, m_fDebrisSize,
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FLOAT3D(0.5f, 0.5f, 0.5f));
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}
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break;
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}
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case DDT_CHILDREN_CUSTOM:
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{
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Debris_Begin(EIBT_WOOD, DPT_NONE, BET_NONE, 1.0f, FLOAT3D(10,10,10), FLOAT3D(0,0,0), 5.0f, 2.0f);
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// launch all children of model holder type
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FOREACHINLIST( CEntity, en_lnInParent, en_lhChildren, iten)
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{
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if( IsOfClass(&*iten, "ModelHolder2"))
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{
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CModelHolder2 &mhTemplate=(CModelHolder2 &)*iten;
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if( mhTemplate.GetModelObject()==NULL || penmhDestroyed->GetModelObject()==NULL)
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{
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continue;
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}
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CModelObject &moNew=*mhTemplate.GetModelObject();
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CModelObject &moOld=*penmhDestroyed->GetModelObject();
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CPlacement3D plRel=mhTemplate.GetPlacement();
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plRel.AbsoluteToRelative(this->GetPlacement());
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CPlacement3D plLaunch=plRel;
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FLOAT3D vStretch=moOld.mo_Stretch;
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plLaunch.pl_PositionVector(1)=plLaunch.pl_PositionVector(1)*vStretch(1);
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plLaunch.pl_PositionVector(2)=plLaunch.pl_PositionVector(2)*vStretch(2);
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plLaunch.pl_PositionVector(3)=plLaunch.pl_PositionVector(3)*vStretch(3);
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plLaunch.RelativeToAbsolute(penmhDestroyed->GetPlacement());
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ANGLE3D angLaunch=ANGLE3D(FRnd()*360.0f,90.0f+m_fLaunchCone*(FRnd()-0.5f),0);
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FLOAT3D vLaunchDir;
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FLOAT3D vStretchTemplate=FLOAT3D(
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moOld.mo_Stretch(1)*moNew.mo_Stretch(1),
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moOld.mo_Stretch(2)*moNew.mo_Stretch(2),
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moOld.mo_Stretch(3)*moNew.mo_Stretch(3));
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AnglesToDirectionVector(angLaunch, vLaunchDir);
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vLaunchDir.Normalize();
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vLaunchDir=vLaunchDir*m_fDebrisLaunchPower;
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ANGLE3D angRotSpeed=ANGLE3D(m_fRndRotH*2.0f*(FRnd()-0.5f),m_fRndRotP*(FRnd()-0.5f),m_fRndRotB*(FRnd()-0.5f));
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FLOAT fDustSize=0.0f;
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if( FRnd()<m_fDebrisDustRandom)
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{
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fDustSize=m_fDebrisDustStretch;
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}
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Debris_Spawn_Template( m_eibtBodyType, m_dptParticles, m_betStain,
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penmhDestroyed, this, &mhTemplate, vStretchTemplate, mhTemplate.m_fStretchAll, plLaunch,
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vLaunchDir, angRotSpeed, m_bDebrisImmaterialASAP, fDustSize, penmhDestroyed->m_colBurning);
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}
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if( IsOfClass(&*iten, "SoundHolder"))
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{
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CSoundHolder &ensh=(CSoundHolder &)*iten;
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// copy it at the placement of destroyed model
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CEntity *penNewSH = GetWorld()->CopyEntityInWorld( ensh, penmhDestroyed->GetPlacement());
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penNewSH->SetParent(NULL);
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penNewSH->SendEvent(EStart());
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}
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}
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break;
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}
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case DDT_PALM: {
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Debris_Begin(EIBT_WOOD, DPT_NONE, BET_NONE, fEntitySize, penmhDestroyed->m_vDamage*0.3f, FLOAT3D(0,0,0), 1.0f, 0.0f);
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Debris_Spawn(penmhDestroyed, this, MODEL_WOOD, TEXTURE_WOOD, 0, 0, 0, 0, m_fDebrisSize,
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FLOAT3D(0.5f, 0.2f, 0.5f));
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Debris_Spawn(penmhDestroyed, this, MODEL_WOOD, TEXTURE_WOOD, 0, 0, 0, 1, m_fDebrisSize,
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FLOAT3D(0.5f, 0.3f, 0.5f));
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Debris_Spawn(penmhDestroyed, this, MODEL_WOOD, TEXTURE_WOOD, 0, 0, 0, 2, m_fDebrisSize,
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FLOAT3D(0.5f, 0.4f, 0.5f));
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Debris_Spawn(penmhDestroyed, this, MODEL_WOOD, TEXTURE_WOOD, 0, 0, 0, 3, m_fDebrisSize,
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FLOAT3D(0.5f, 0.5f, 0.5f));
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Debris_Spawn(penmhDestroyed, this, MODEL_WOOD, TEXTURE_WOOD, 0, 0, 0, 1, m_fDebrisSize,
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FLOAT3D(0.5f, 0.6f, 0.5f));
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Debris_Spawn(penmhDestroyed, this, MODEL_WOOD, TEXTURE_WOOD, 0, 0, 0, 2, m_fDebrisSize,
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FLOAT3D(0.5f, 0.8f, 0.5f));
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Debris_Spawn(penmhDestroyed, this, MODEL_WOOD, TEXTURE_WOOD, 0, 0, 0, 1, m_fDebrisSize,
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FLOAT3D(0.5f, 0.9f, 0.5f));
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} break;
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default: {} break;
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};
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if( m_ctDustFall>0)
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{
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FLOAT fHeight=box.Size()(2);
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FLOAT fMinHeight=fHeight*m_fMinDustFallHeightRatio;
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FLOAT fMaxHeight=fHeight*m_fMaxDustFallHeightRatio;
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FLOAT fHeightSteep=(fMaxHeight-fMinHeight)/m_ctDustFall;
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for(INDEX iDust=0; iDust<m_ctDustFall; iDust++)
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{
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FLOAT fY=fMinHeight+iDust*fHeightSteep;
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CPlacement3D plDust=penmhDestroyed->GetPlacement();
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plDust.pl_PositionVector=plDust.pl_PositionVector+FLOAT3D(0,fY,0);
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// spawn dust effect
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ESpawnEffect ese;
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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ese.vStretch = FLOAT3D(m_fDustStretch,m_fDustStretch,m_fDustStretch);
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ese.vNormal = FLOAT3D(0,1,0);
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ese.betType = BET_DUST_FALL;
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CEntityPointer penFX = CreateEntity(plDust, CLASS_BASIC_EFFECT);
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penFX->Initialize(ese);
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}
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}
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}
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procedures:
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Main()
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{
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// must not allow invalid classes
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CheckOneModelTarget(m_penModel0);
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CheckOneModelTarget(m_penModel1);
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CheckOneModelTarget(m_penModel2);
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CheckOneModelTarget(m_penModel3);
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CheckOneModelTarget(m_penModel4);
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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// set appearance
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SetModel(MODEL_MODELDESTRUCTION);
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SetModelMainTexture(TEXTURE_MODELDESTRUCTION);
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return;
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}
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};
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