mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 15:44:51 +01:00
998 lines
35 KiB
JavaScript
998 lines
35 KiB
JavaScript
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
|
|
|
|
609
|
|
%{
|
|
#include "EntitiesMP/StdH/StdH.h"
|
|
#include "Models/CutSequences/SpaceShip/SpaceShip.h"
|
|
#include "Models/CutSequences/SpaceShip/Door.h"
|
|
#include "Models/CutSequences/SpaceShip/LightBeam.h"
|
|
#include "EntitiesMP/Effector.h"
|
|
#include "EntitiesMP/Light.h"
|
|
%}
|
|
|
|
uses "EntitiesMP/PyramidSpaceShipMarker";
|
|
|
|
enum PSSState {
|
|
0 PSSS_IDLE "Idle", // idle
|
|
1 PSSS_MOVING "Moving", // process of moving trough markers
|
|
2 PSSS_REACHED_DESTINATION "Reached destination", // process of turning on
|
|
3 PSSS_KILLING_BEAM_FIREING "Killing beam fireing", // killing beam fireing
|
|
4 PSSS_BEAM_DEACTIVATED "Killing beam deactivated", // killing beam gas been deactivated, wait to pick up Sam
|
|
5 PSSS_DOORS_CLOSED "Doors closed", // doors closed
|
|
};
|
|
|
|
event EForcePathMarker {
|
|
CEntityPointer penForcedPathMarker,
|
|
};
|
|
|
|
%{
|
|
#define STRETCH_X (200.0f*m_fStretch)
|
|
#define STRETCH_Y (100.0f*m_fStretch)
|
|
#define STRETCH_Z (200.0f*m_fStretch)
|
|
#define PSS_STRETCH (FLOAT3D(STRETCH_X, STRETCH_Y, STRETCH_Z)*m_fStretch)
|
|
#define SND_FALLOFF 1000.0f
|
|
#define SND_HOTSPOT 250.0f
|
|
#define SND_VOLUME 2.0f
|
|
|
|
#define BIG_LIGHT_BEAM_LIFE_TIME (8.0f)
|
|
#define SMALL_FLARE_WAIT 2.0f
|
|
#define SMALL_FLARES_LIFE_TIME (BIG_LIGHT_BEAM_LIFE_TIME+SMALL_FLARE_WAIT)
|
|
#define SMALL_LIGHTNING_WAIT 1.5f
|
|
#define SMALL_LIGHTININGS_LIFE_TIME (SMALL_FLARES_LIFE_TIME+SMALL_LIGHTNING_WAIT)
|
|
#define BIG_FLARE_WAIT 1.0f
|
|
#define BIG_FLARE_LIFE_TIME (SMALL_LIGHTININGS_LIFE_TIME+BIG_FLARE_WAIT)
|
|
|
|
#define BM_DX (0.414657f*STRETCH_X)
|
|
#define BM_DY (-1.72731f*STRETCH_Y)
|
|
#define BM_DZ (0.414657f*STRETCH_Z)
|
|
#define BM_FLARE_DY (-0.25f*STRETCH_Y)
|
|
|
|
#define BM_MASTER_Y (-1.76648f*STRETCH_Y)
|
|
%}
|
|
|
|
class CPyramidSpaceShip: CMovableModelEntity {
|
|
name "PyramidSpaceShip";
|
|
thumbnail "Thumbnails\\PyramidSpaceShip.tbn";
|
|
features "HasName", "IsTargetable";
|
|
properties:
|
|
1 CTString m_strName "Name" 'N' = "Pyramid Space Ship", // name
|
|
3 FLOAT m_fMovingSpeed = 0.0f, // current speed
|
|
5 CEntityPointer m_penBeamHit "Beam hit target marker" 'T', // target point for light beam
|
|
6 CEntityPointer m_penLightBeam "Beam model holder" 'B', // light beam model holder
|
|
7 FLOAT m_tmBeamTime =-1.0f, // light beam time var
|
|
8 CEntityPointer m_penHitPlaceFlare "Hit place flare" 'H', // hit place model holder
|
|
9 FLOAT m_tmHitFlareTime =-1.0f, // light beam hit flare time var
|
|
10 FLOAT m_iRingCounter = 0, // ring counter
|
|
11 FLOAT m_fRatio =0.0f, // misc ratio
|
|
12 CTString m_strDescription = "", // description
|
|
13 enum PSSState m_epssState = PSSS_IDLE, // current state
|
|
14 FLOAT m_fStretch "Stretch" 'S' = 1.0f, // stretch factor
|
|
// path properties
|
|
20 BOOL m_bStopMoving = FALSE, // stop moving on next marker
|
|
21 CEntityPointer m_penTarget "Target" 'T' COLOR(C_lBLUE|0xFF), // next path target
|
|
29 CEntityPointer m_penFlyAwayTarget "Fly away path marker" COLOR(C_lBLUE|0xFF), // fly away path marker
|
|
22 CEntityPointer m_penLast, // previous marker
|
|
23 BOOL m_bMoving = FALSE, // set while moving
|
|
24 FLOAT m_fRot = 0.0f, // current rotation
|
|
25 FLOAT m_fLastRotSpeed = 0.0f, // last speed rotation
|
|
26 FLOAT m_fRotSpeed = 0.0f, // current speed rotation
|
|
27 BOOL m_bApplyDamageToHitted = TRUE, // if damage should be applied
|
|
28 FLOAT m_tmTemp = 0.0f, // temporary time var
|
|
|
|
30 FLOAT m_tmAtMarker = 0.0f, // time when current marker was reached
|
|
31 FLOAT m_tmDelta = 0.0f, // time to reach next marker
|
|
32 FLOAT3D m_vPNp0 = FLOAT3D(0,0,0),
|
|
33 FLOAT3D m_vPNp1 = FLOAT3D(0,0,0),
|
|
34 FLOAT3D m_vTNp0 = FLOAT3D(0,0,0),
|
|
35 FLOAT3D m_vTNp1 = FLOAT3D(0,0,0),
|
|
36 FLOATquat3D m_qPNp0 = FLOATquat3D(0,0,0,0),
|
|
37 FLOATquat3D m_qPNp1 = FLOATquat3D(0,0,0,0),
|
|
38 FLOATquat3D m_qANp0 = FLOATquat3D(0,0,0,0),
|
|
39 FLOATquat3D m_qANp1 = FLOATquat3D(0,0,0,0),
|
|
40 FLOAT m_fRotSpeedp0 = 0.0f,
|
|
41 FLOAT m_fRotSpeedp1 = 0.0f,
|
|
42 FLOAT m_fTRotSpeedp0 = 0.0f,
|
|
43 FLOAT m_fTRotSpeedp1 = 0.0f,
|
|
|
|
50 CSoundObject m_soPlates,
|
|
51 CSoundObject m_soBeamMachine,
|
|
52 CSoundObject m_soBeam,
|
|
53 CSoundObject m_soFlaresFX,
|
|
54 BOOL m_bFireingDeactivatedBeam=FALSE,
|
|
55 BOOL m_bImmediateAnimations=FALSE,
|
|
56 FLOAT m_fWaitAfterKillingBeam "Wait after auto killing beam" 'W' = 1.0f,
|
|
|
|
60 BOOL m_bInvisible "Invisible" 'I' = FALSE,
|
|
|
|
components:
|
|
1 model MODEL_SPACESHIP "Models\\CutSequences\\SpaceShip\\SpaceShip.mdl",
|
|
2 model MODEL_BODY "Models\\CutSequences\\SpaceShip\\Body.mdl",
|
|
3 texture TEXTURE_BODY "Models\\CutSequences\\SpaceShip\\Body.tex",
|
|
4 model MODEL_DOOR "Models\\CutSequences\\SpaceShip\\Door.mdl",
|
|
5 texture TEXTURE_DOOR "Models\\CutSequences\\SpaceShip\\Door.tex",
|
|
6 model MODEL_BEAMMACHINE "Models\\CutSequences\\SpaceShip\\BeamMachine.mdl",
|
|
7 texture TEXTURE_BEAMMACHINE "Models\\CutSequences\\SpaceShip\\BeamMachine.tex",
|
|
8 model MODEL_BEAMRIM "Models\\CutSequences\\SpaceShip\\BeamMachineRim.mdl",
|
|
9 texture TEXTURE_BEAMRIM "Models\\CutSequences\\SpaceShip\\BeamMachineRim.tex",
|
|
10 class CLASS_EFFECTOR "Classes\\Effector.ecl",
|
|
11 model MODEL_SHIP_INSIDE "Models\\CutSequences\\SpaceShip\\Fillin.mdl",
|
|
20 sound SOUND_PLATES "Sounds\\CutSequences\\SpaceShip\\SSPlates.wav",
|
|
21 sound SOUND_BEAMMACHINE "Sounds\\CutSequences\\SpaceShip\\SSProbe.wav",
|
|
22 sound SOUND_BEAM "Sounds\\CutSequences\\SpaceShip\\LaserBeam.wav",
|
|
23 sound SOUND_WARMUP "Sounds\\CutSequences\\SpaceShip\\Warmup.wav",
|
|
|
|
functions:
|
|
void Precache(void) {
|
|
PrecacheModel (MODEL_SPACESHIP );
|
|
PrecacheModel (MODEL_BODY );
|
|
PrecacheTexture (TEXTURE_BODY );
|
|
PrecacheModel (MODEL_DOOR );
|
|
PrecacheTexture (TEXTURE_DOOR );
|
|
PrecacheModel (MODEL_BEAMMACHINE );
|
|
PrecacheTexture (TEXTURE_BEAMMACHINE );
|
|
PrecacheModel (MODEL_BEAMRIM );
|
|
PrecacheModel (MODEL_SHIP_INSIDE );
|
|
PrecacheTexture (TEXTURE_BEAMRIM );
|
|
PrecacheClass (CLASS_EFFECTOR, ET_SIZING_RING_FLARE);
|
|
PrecacheClass (CLASS_EFFECTOR, ET_SIZING_BIG_BLUE_FLARE);
|
|
PrecacheClass (CLASS_EFFECTOR, ET_LIGHTNING);
|
|
PrecacheClass (CLASS_EFFECTOR, ET_MOVING_RING);
|
|
PrecacheSound (SOUND_PLATES );
|
|
PrecacheSound (SOUND_BEAMMACHINE );
|
|
PrecacheSound (SOUND_BEAM );
|
|
PrecacheSound (SOUND_WARMUP );
|
|
}
|
|
|
|
BOOL IsTargetValid(SLONG slPropertyOffset, CEntity *penTarget)
|
|
{
|
|
if(penTarget==NULL)
|
|
{
|
|
return FALSE;
|
|
}
|
|
if( slPropertyOffset==_offsetof(CPyramidSpaceShip, m_penTarget) ||
|
|
slPropertyOffset==_offsetof(CPyramidSpaceShip, m_penFlyAwayTarget))
|
|
{
|
|
return( IsDerivedFromClass(penTarget, "Pyramid Space Ship Marker"));
|
|
}
|
|
return TRUE;
|
|
}
|
|
|
|
// 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\\PyramidSpaceShipMarker.ecl");
|
|
strTargetProperty = "Target";
|
|
return TRUE;
|
|
}
|
|
|
|
// returns description
|
|
const CTString &GetDescription(void) const
|
|
{
|
|
if (m_penTarget!=NULL) {
|
|
((CTString&)m_strDescription).PrintF("->%s", (const char *) m_penTarget->GetName());
|
|
} else {
|
|
((CTString&)m_strDescription).PrintF("-><none>");
|
|
}
|
|
return m_strDescription;
|
|
}
|
|
|
|
|
|
CPlacement3D GetLerpedPlacement(void) const
|
|
{
|
|
return CMovableEntity::GetLerpedPlacement();
|
|
}
|
|
|
|
void PreMoving()
|
|
{
|
|
// remember old placement for lerping
|
|
en_plLastPlacement = en_plPlacement;
|
|
}
|
|
|
|
void HideBeamMachine(void)
|
|
{
|
|
if(GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_BEAM_RIM) != NULL)
|
|
{
|
|
RemoveAttachment(SPACESHIP_ATTACHMENT_BEAM_RIM);
|
|
}
|
|
if(GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_BEAM) != NULL)
|
|
{
|
|
RemoveAttachment(SPACESHIP_ATTACHMENT_BEAM);
|
|
}
|
|
}
|
|
|
|
void ShowBeamMachine(void)
|
|
{
|
|
AddAttachment(SPACESHIP_ATTACHMENT_BEAM_RIM, MODEL_BEAMRIM, TEXTURE_BEAMRIM);
|
|
AddAttachment(SPACESHIP_ATTACHMENT_BEAM, MODEL_BEAMMACHINE, TEXTURE_BEAMMACHINE);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_BEAM_RIM)->amo_moModelObject.StretchModel(PSS_STRETCH);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_BEAM)->amo_moModelObject.StretchModel(PSS_STRETCH);
|
|
}
|
|
|
|
void InitializePathMoving( CPyramidSpaceShipMarker *penStartMarker)
|
|
{
|
|
// set as current
|
|
m_penTarget = penStartMarker;
|
|
|
|
m_epssState = PSSS_MOVING;
|
|
// check all markers for correct type and numbers
|
|
INDEX ctMarkers=1;
|
|
CPyramidSpaceShipMarker *pcm0 = (CPyramidSpaceShipMarker*)&*m_penTarget;
|
|
if( pcm0 == NULL)
|
|
{
|
|
return;
|
|
}
|
|
CPyramidSpaceShipMarker *pcm = (CPyramidSpaceShipMarker*)&*pcm0->m_penTarget;
|
|
// loop thru markers
|
|
while( pcm!=NULL && pcm->m_penTarget!=pcm0)
|
|
{
|
|
pcm = (CPyramidSpaceShipMarker*)&*pcm->m_penTarget;
|
|
if (pcm==NULL) {
|
|
WarningMessage( "Space ship path - broken link!");
|
|
return;
|
|
}
|
|
ctMarkers++;
|
|
if (ctMarkers>500) {
|
|
WarningMessage( "Space ship path - invalid marker loop!");
|
|
return;
|
|
}
|
|
}
|
|
// check if we have enough markers to do smooth interpolation
|
|
if( ctMarkers<2) {
|
|
WarningMessage( "Space ship path requires at least 2 markers in order to work!");
|
|
return;
|
|
}
|
|
|
|
// prepare internal variables
|
|
FLOAT tmCurrent = _pTimer->CurrentTick();
|
|
m_tmAtMarker = tmCurrent;
|
|
m_tmDelta = 0.0f;
|
|
m_bStopMoving = FALSE;
|
|
m_penLast = pcm; // keep last marker
|
|
ASSERT( pcm->m_penTarget == m_penTarget);
|
|
m_bMoving = TRUE;
|
|
AddToMovers();
|
|
}
|
|
|
|
void DoMoving()
|
|
{
|
|
if (!m_bMoving) {
|
|
return;
|
|
}
|
|
// read current tick
|
|
FLOAT tmCurrent = _pTimer->CurrentTick();
|
|
// lerping is initially enabled
|
|
BOOL bLerping = TRUE;
|
|
|
|
// if we hit a marker
|
|
if( tmCurrent > (m_tmAtMarker+m_tmDelta - _pTimer->TickQuantum*3/2))
|
|
{
|
|
// get markers
|
|
CPyramidSpaceShipMarker *pcmNm1 = &(CPyramidSpaceShipMarker&)*m_penLast;
|
|
CPyramidSpaceShipMarker *pcmNp0 = &(CPyramidSpaceShipMarker&)*m_penTarget;
|
|
CPyramidSpaceShipMarker *pcmNp1 = &(CPyramidSpaceShipMarker&)*pcmNp0->m_penTarget;
|
|
CPyramidSpaceShipMarker *pcmNp2 = &(CPyramidSpaceShipMarker&)*pcmNp1->m_penTarget;
|
|
|
|
// if there is a trigger at the hit marker
|
|
if (pcmNp0->m_penTrigger!=NULL) {
|
|
// trigger it
|
|
SendToTarget(pcmNp0->m_penTrigger, EET_TRIGGER, NULL);
|
|
}
|
|
|
|
// update markers for next interval
|
|
m_penTarget = pcmNp1;
|
|
m_penLast = pcmNp0;
|
|
|
|
// get markers
|
|
CPyramidSpaceShipMarker &cmNm1 = *pcmNm1;
|
|
CPyramidSpaceShipMarker &cmNp0 = *pcmNp0;
|
|
CPyramidSpaceShipMarker &cmNp1 = *pcmNp1;
|
|
CPyramidSpaceShipMarker &cmNp2 = *pcmNp2;
|
|
|
|
// get positions from four markers
|
|
const FLOAT3D &vPNm1 = cmNm1.GetPlacement().pl_PositionVector;
|
|
const FLOAT3D &vPNp0 = cmNp0.GetPlacement().pl_PositionVector;
|
|
const FLOAT3D &vPNp1 = cmNp1.GetPlacement().pl_PositionVector;
|
|
const FLOAT3D &vPNp2 = cmNp2.GetPlacement().pl_PositionVector;
|
|
ANGLE3D aPNm1 = cmNm1.GetPlacement().pl_OrientationAngle;
|
|
ANGLE3D aPNp0 = cmNp0.GetPlacement().pl_OrientationAngle;
|
|
ANGLE3D aPNp1 = cmNp1.GetPlacement().pl_OrientationAngle;
|
|
ANGLE3D aPNp2 = cmNp2.GetPlacement().pl_OrientationAngle;
|
|
FLOAT fRotSpeedm1 = cmNm1.m_fRotSpeed;
|
|
FLOAT fRotSpeedp0 = cmNp0.m_fRotSpeed;
|
|
FLOAT fRotSpeedp1 = cmNp1.m_fRotSpeed;
|
|
FLOAT fRotSpeedp2 = cmNp2.m_fRotSpeed;
|
|
|
|
// find quaternions for rotations
|
|
FLOATquat3D qPNm1; qPNm1.FromEuler(aPNm1);
|
|
FLOATquat3D qPNp0; qPNp0.FromEuler(aPNp0);
|
|
FLOATquat3D qPNp1; qPNp1.FromEuler(aPNp1);
|
|
FLOATquat3D qPNp2; qPNp2.FromEuler(aPNp2);
|
|
|
|
// make all angles between quaternion pairs acute
|
|
if( qPNm1%qPNp0<0 ) {
|
|
qPNp0 = -qPNp0;
|
|
}
|
|
if( qPNp0%qPNp1<0 ) {
|
|
qPNp1 = -qPNp1;
|
|
}
|
|
if( qPNp1%qPNp2<0 ) {
|
|
qPNp2 = -qPNp2;
|
|
}
|
|
|
|
// update time and position
|
|
m_tmAtMarker = m_tmAtMarker+m_tmDelta;
|
|
m_tmDelta = cmNp0.m_fDeltaTime;
|
|
m_vPNp0 = vPNp0;
|
|
m_vPNp1 = vPNp1;
|
|
m_fRotSpeedp0 = fRotSpeedp0;
|
|
m_fRotSpeedp1 = fRotSpeedp1;
|
|
m_qPNp0 = qPNp0;
|
|
m_qPNp1 = qPNp1;
|
|
|
|
// determine delta time multipliers
|
|
FLOAT tmDNm1 = cmNm1.m_fDeltaTime;
|
|
FLOAT tmDNp0 = cmNp0.m_fDeltaTime;
|
|
FLOAT tmDNp1 = cmNp1.m_fDeltaTime;
|
|
FLOAT fD0 = 2*tmDNp0 / (tmDNm1+tmDNp0);
|
|
FLOAT fD1 = 2*tmDNp0 / (tmDNp0+tmDNp1);
|
|
|
|
// determine biases, tensions and continuities
|
|
FLOAT fBNp0 = cmNp0.m_fBias;
|
|
FLOAT fTNp0 = cmNp0.m_fTension;
|
|
FLOAT fCNp0 = cmNp0.m_fContinuity;
|
|
FLOAT fBNp1 = cmNp1.m_fBias;
|
|
FLOAT fTNp1 = cmNp1.m_fTension;
|
|
FLOAT fCNp1 = cmNp1.m_fContinuity;
|
|
|
|
FLOAT fF00 = (1-fTNp0)*(1-fCNp0)*(1-fBNp0) / 2;
|
|
FLOAT fF01 = (1-fTNp0)*(1+fCNp0)*(1+fBNp0) / 2;
|
|
FLOAT fF10 = (1-fTNp1)*(1+fCNp1)*(1-fBNp1) / 2;
|
|
FLOAT fF11 = (1-fTNp1)*(1-fCNp1)*(1+fBNp1) / 2;
|
|
|
|
// find tangents for translation
|
|
m_vTNp0 = ( (vPNp1-vPNp0) * fF00 + (vPNp0-vPNm1) * fF01) * fD0;
|
|
m_vTNp1 = ( (vPNp2-vPNp1) * fF10 + (vPNp1-vPNp0) * fF11) * fD1;
|
|
|
|
// find tangents for moving speed
|
|
m_fTRotSpeedp0 = ( (fRotSpeedp1-fRotSpeedp0) * fF00 + (fRotSpeedp0-fRotSpeedm1) * fF01) * fD0;
|
|
m_fTRotSpeedp1 = ( (fRotSpeedp2-fRotSpeedp1) * fF10 + (fRotSpeedp1-fRotSpeedp0) * fF11) * fD1;
|
|
|
|
// find tangents for rotation
|
|
FLOATquat3D qTNp0, qTNp1;
|
|
qTNp0 = ( Log(qPNp0.Inv()*qPNp1) * fF00 + Log(qPNm1.Inv()*qPNp0) * fF01) * fD0;
|
|
qTNp1 = ( Log(qPNp1.Inv()*qPNp2) * fF10 + Log(qPNp0.Inv()*qPNp1) * fF11) * fD1;
|
|
|
|
// find squad parameters
|
|
m_qANp0 = qPNp0*Exp( (qTNp0 - Log(qPNp0.Inv()*qPNp1))/2 );
|
|
m_qANp1 = qPNp1*Exp( (Log(qPNp0.Inv()*qPNp1) - qTNp1)/2 );
|
|
|
|
// check for stop moving
|
|
if( cmNp0.m_bStopMoving && m_fRotSpeed==0.0f) {
|
|
m_bStopMoving = TRUE;
|
|
}
|
|
}
|
|
|
|
// calculate the parameter value and hermit basis
|
|
FLOAT fT = (tmCurrent - m_tmAtMarker) / m_tmDelta;
|
|
FLOAT fH0 = 2*fT*fT*fT - 3*fT*fT + 1;
|
|
FLOAT fH1 = -2*fT*fT*fT + 3*fT*fT;
|
|
FLOAT fH2 = fT*fT*fT - 2*fT*fT + fT;
|
|
FLOAT fH3 = fT*fT*fT - fT*fT;
|
|
|
|
// interpolate position, rotation and fov
|
|
FLOAT3D vPos = m_vPNp0*fH0 + m_vPNp1*fH1 + m_vTNp0*fH2 + m_vTNp1*fH3;
|
|
FLOAT fRotSpeed = m_fRotSpeedp0*fH0 + m_fRotSpeedp1*fH1 + m_fTRotSpeedp0*fH2 + m_fTRotSpeedp1*fH3;
|
|
FLOATquat3D qRot = Squad(fT, m_qPNp0, m_qPNp1, m_qANp0, m_qANp1);
|
|
FLOATmatrix3D mRotLocal;
|
|
MakeRotationMatrixFast(mRotLocal, ANGLE3D(m_fRot,0,0));
|
|
FLOATmatrix3D mRot;
|
|
qRot.ToMatrix(mRot);
|
|
mRot = mRotLocal*mRot;
|
|
|
|
// just cache near polygons for various engine needs
|
|
en_vNextPosition = vPos;
|
|
en_mNextRotation = mRot;
|
|
CacheNearPolygons();
|
|
|
|
// set new placement
|
|
CPlacement3D plNew;
|
|
plNew.pl_PositionVector = vPos;
|
|
DecomposeRotationMatrixNoSnap(plNew.pl_OrientationAngle, mRot);
|
|
SetPlacement_internal(plNew, mRot, TRUE);
|
|
// if lerping is disabled
|
|
if (!bLerping) {
|
|
// make last placement same as this one
|
|
en_plLastPlacement = en_plPlacement;
|
|
}
|
|
// set new speed
|
|
m_fLastRotSpeed = m_fRotSpeed;
|
|
m_fRotSpeed = fRotSpeed;
|
|
m_fRot += m_fRotSpeed;
|
|
}
|
|
|
|
|
|
void PostMoving()
|
|
{
|
|
if (!m_bMoving) {
|
|
return;
|
|
}
|
|
|
|
// remember new position for particles
|
|
if (en_plpLastPositions!=NULL) {
|
|
en_plpLastPositions->AddPosition(en_vNextPosition);
|
|
}
|
|
|
|
//
|
|
if( m_bStopMoving) {
|
|
m_bMoving = FALSE;
|
|
// mark for removing from list of movers
|
|
en_ulFlags |= ENF_INRENDERING;
|
|
m_epssState = PSSS_REACHED_DESTINATION;
|
|
// remember old placement for lerping
|
|
en_plLastPlacement = en_plPlacement;
|
|
}
|
|
}
|
|
|
|
void SpawnBeamMachineFlares(void)
|
|
{
|
|
// spawn small beam machine flares
|
|
CPlacement3D plSpaceShip = GetPlacement();
|
|
CPlacement3D plFlare1 = CPlacement3D( FLOAT3D( BM_DX, BM_DY+BM_FLARE_DY, 0), ANGLE3D(0,0,0));
|
|
CPlacement3D plFlare2 = CPlacement3D( FLOAT3D( 0, BM_DY+BM_FLARE_DY, -BM_DZ), ANGLE3D(0,0,0));
|
|
CPlacement3D plFlare3 = CPlacement3D( FLOAT3D( -BM_DX, BM_DY+BM_FLARE_DY, 0), ANGLE3D(0,0,0));
|
|
CPlacement3D plFlare4 = CPlacement3D( FLOAT3D( 0, BM_DY+BM_FLARE_DY, BM_DZ), ANGLE3D(0,0,0));
|
|
|
|
plFlare1.RelativeToAbsolute(plSpaceShip);
|
|
plFlare2.RelativeToAbsolute(plSpaceShip);
|
|
plFlare3.RelativeToAbsolute(plSpaceShip);
|
|
plFlare4.RelativeToAbsolute(plSpaceShip);
|
|
|
|
CEntity *penFlare1 = CreateEntity( plFlare1, CLASS_EFFECTOR);
|
|
CEntity *penFlare2 = CreateEntity( plFlare2, CLASS_EFFECTOR);
|
|
CEntity *penFlare3 = CreateEntity( plFlare3, CLASS_EFFECTOR);
|
|
CEntity *penFlare4 = CreateEntity( plFlare4, CLASS_EFFECTOR);
|
|
|
|
ESpawnEffector eSpawnFlare;
|
|
eSpawnFlare.tmLifeTime = SMALL_FLARES_LIFE_TIME;
|
|
eSpawnFlare.tmLifeTime = 10.5f;
|
|
eSpawnFlare.eetType = ET_SIZING_RING_FLARE;
|
|
|
|
penFlare1->Initialize( eSpawnFlare);
|
|
penFlare2->Initialize( eSpawnFlare);
|
|
penFlare3->Initialize( eSpawnFlare);
|
|
penFlare4->Initialize( eSpawnFlare);
|
|
}
|
|
|
|
void SpawnBeamMachineMainFlare(void)
|
|
{
|
|
// spawn main flare
|
|
CPlacement3D plSpaceShip = GetPlacement();
|
|
CPlacement3D plFlare = CPlacement3D( FLOAT3D(0, BM_MASTER_Y+BM_FLARE_DY, 0), ANGLE3D(0,0,0));
|
|
plFlare.RelativeToAbsolute(GetPlacement());
|
|
CEntity *penFlare = CreateEntity( plFlare, CLASS_EFFECTOR);
|
|
ESpawnEffector eSpawnFlare;
|
|
eSpawnFlare.tmLifeTime = 20.0f;
|
|
eSpawnFlare.fSize = 1.0f;
|
|
eSpawnFlare.eetType = ET_SIZING_BIG_BLUE_FLARE;
|
|
penFlare->Initialize( eSpawnFlare);
|
|
}
|
|
|
|
void ShowBeamMachineHitFlare(void)
|
|
{
|
|
if( m_penHitPlaceFlare!=NULL && IsOfClass(m_penHitPlaceFlare, "ModelHolder2") )
|
|
{
|
|
CModelObject *pmo = m_penHitPlaceFlare->GetModelObject();
|
|
if( pmo != NULL)
|
|
{
|
|
m_penHitPlaceFlare->SwitchToModel();
|
|
}
|
|
}
|
|
}
|
|
|
|
void HideBeamMachineHitFlare(void)
|
|
{
|
|
m_tmHitFlareTime = -1;
|
|
if( m_penHitPlaceFlare!=NULL && IsOfClass(m_penHitPlaceFlare, "ModelHolder2") )
|
|
{
|
|
CModelObject *pmo = m_penHitPlaceFlare->GetModelObject();
|
|
if( pmo != NULL)
|
|
{
|
|
m_penHitPlaceFlare->SwitchToEditorModel();
|
|
pmo->mo_colBlendColor = C_WHITE|CT_OPAQUE;
|
|
}
|
|
}
|
|
}
|
|
|
|
void SpawnBeamMachineLightnings(void)
|
|
{
|
|
// spawn beam lightnings
|
|
CPlacement3D plLightning1 = CPlacement3D( FLOAT3D(BM_DX, BM_DY, 0), ANGLE3D(0,0,0));
|
|
CPlacement3D plLightning2 = CPlacement3D( FLOAT3D(0, BM_DY, -BM_DZ), ANGLE3D(0,0,0));
|
|
CPlacement3D plLightning3 = CPlacement3D( FLOAT3D(-BM_DX, BM_DY, 0), ANGLE3D(0,0,0));
|
|
CPlacement3D plLightning4 = CPlacement3D( FLOAT3D(0, BM_DY, BM_DZ), ANGLE3D(0,0,0));
|
|
|
|
CPlacement3D plLightningDest = CPlacement3D( FLOAT3D(0, BM_MASTER_Y, 0), ANGLE3D(0,0,0));
|
|
CPlacement3D plSpaceShip = GetPlacement();
|
|
plLightningDest.RelativeToAbsolute(plSpaceShip);
|
|
|
|
plLightning1.RelativeToAbsolute(plSpaceShip);
|
|
plLightning2.RelativeToAbsolute(plSpaceShip);
|
|
plLightning3.RelativeToAbsolute(plSpaceShip);
|
|
plLightning4.RelativeToAbsolute(plSpaceShip);
|
|
|
|
CEntity *penLightning1 = CreateEntity( plLightning1, CLASS_EFFECTOR);
|
|
CEntity *penLightning2 = CreateEntity( plLightning2, CLASS_EFFECTOR);
|
|
CEntity *penLightning3 = CreateEntity( plLightning3, CLASS_EFFECTOR);
|
|
CEntity *penLightning4 = CreateEntity( plLightning4, CLASS_EFFECTOR);
|
|
|
|
ESpawnEffector eSpawnLightning;
|
|
eSpawnLightning.eetType = ET_LIGHTNING;
|
|
eSpawnLightning.tmLifeTime = SMALL_LIGHTININGS_LIFE_TIME;
|
|
eSpawnLightning.vDestination = plLightningDest.pl_PositionVector;
|
|
eSpawnLightning.fSize = 16.0f;
|
|
eSpawnLightning.ctCount = 16;
|
|
|
|
penLightning1->Initialize( eSpawnLightning);
|
|
penLightning2->Initialize( eSpawnLightning);
|
|
penLightning3->Initialize( eSpawnLightning);
|
|
penLightning4->Initialize( eSpawnLightning);
|
|
}
|
|
|
|
void SpawnBeamMachineMainLightning(void)
|
|
{
|
|
// spawn main lightning
|
|
FLOAT3D vDestination = GetPlacement().pl_PositionVector + FLOAT3D( 0, BM_MASTER_Y, 0);
|
|
CPlacement3D plSource = CPlacement3D( vDestination, ANGLE3D(0,0,0));
|
|
if( m_penBeamHit != NULL)
|
|
{
|
|
plSource.pl_PositionVector = m_penBeamHit->GetPlacement().pl_PositionVector;
|
|
CEntity *penEffector = CreateEntity( plSource, CLASS_EFFECTOR);
|
|
ESpawnEffector eSpawnEffector;
|
|
eSpawnEffector.eetType = ET_LIGHTNING;
|
|
eSpawnEffector.tmLifeTime = BIG_LIGHT_BEAM_LIFE_TIME;
|
|
eSpawnEffector.vDestination = vDestination;
|
|
eSpawnEffector.fSize = 32.0f;
|
|
eSpawnEffector.ctCount = 32;
|
|
penEffector->Initialize( eSpawnEffector);
|
|
}
|
|
}
|
|
|
|
void SpawnMovingRing(void)
|
|
{
|
|
if( m_penBeamHit != NULL)
|
|
{
|
|
FLOAT3D vStart = GetPlacement().pl_PositionVector + FLOAT3D( 0, BM_MASTER_Y, 0);
|
|
CPlacement3D plSource = CPlacement3D( vStart, ANGLE3D(0,0,0));
|
|
FLOAT3D vHitPlace = m_penBeamHit->GetPlacement().pl_PositionVector;
|
|
CEntity *penEffector = CreateEntity( plSource, CLASS_EFFECTOR);
|
|
ESpawnEffector eSpawnEffector;
|
|
eSpawnEffector.eetType = ET_MOVING_RING;
|
|
eSpawnEffector.tmLifeTime = BIG_LIGHT_BEAM_LIFE_TIME;
|
|
eSpawnEffector.vDestination = vHitPlace+FLOAT3D(0.0f, 0.0f, 0.0f);
|
|
eSpawnEffector.fSize = 16.0f;
|
|
eSpawnEffector.ctCount = 2;
|
|
penEffector->Initialize( eSpawnEffector);
|
|
}
|
|
}
|
|
|
|
void TurnOnLightBeam(void)
|
|
{
|
|
if( m_penLightBeam!=NULL && IsOfClass(m_penLightBeam, "ModelHolder2") )
|
|
{
|
|
CModelObject *pmo = m_penLightBeam->GetModelObject();
|
|
m_penLightBeam->SwitchToModel();
|
|
pmo->mo_colBlendColor = C_WHITE|CT_OPAQUE;
|
|
}
|
|
}
|
|
|
|
void TurnOffLightBeam(void)
|
|
{
|
|
m_tmBeamTime=-1.0f;
|
|
|
|
if( m_penLightBeam!=NULL && IsOfClass(m_penLightBeam, "ModelHolder2") )
|
|
{
|
|
m_penLightBeam->SwitchToEditorModel();
|
|
CModelObject *pmo = m_penLightBeam->GetModelObject();
|
|
}
|
|
}
|
|
|
|
BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
|
|
{
|
|
FLOAT fBeamRatio = 1.0f;
|
|
|
|
// light beam
|
|
if( m_penLightBeam!=NULL && IsOfClass(m_penLightBeam, "ModelHolder2") )
|
|
{
|
|
CModelObject *pmo = m_penLightBeam->GetModelObject();
|
|
if( pmo != NULL)
|
|
{
|
|
if( m_tmBeamTime>-1.0f)
|
|
{
|
|
FLOAT fT = _pTimer->CurrentTick()-m_tmBeamTime;
|
|
fBeamRatio = 1.0f-ClampUp(fT/2.0f, 1.0f);
|
|
UBYTE ub = UBYTE (255.0f*fBeamRatio);
|
|
COLOR col = RGBAToColor(ub,ub,ub,ub);
|
|
pmo->mo_colBlendColor = col;
|
|
}
|
|
}
|
|
}
|
|
|
|
// hit flare
|
|
if( m_penHitPlaceFlare!=NULL && IsOfClass(m_penHitPlaceFlare, "ModelHolder2") )
|
|
{
|
|
CModelObject *pmo = m_penHitPlaceFlare->GetModelObject();
|
|
if( pmo != NULL)
|
|
{
|
|
if( m_tmHitFlareTime>-1.0f)
|
|
{
|
|
FLOAT fT = _pTimer->CurrentTick()-m_tmHitFlareTime;
|
|
FLOAT fRatio = (Sin(fT*2000)*0.5f+0.5f)*(Sin(fT*1333)*0.5f+0.5f);
|
|
/*if(fRatio>0.5f)
|
|
{
|
|
fRatio=0.0f;
|
|
}
|
|
else
|
|
{
|
|
fRatio=1.0f;
|
|
}*/
|
|
|
|
UBYTE ub = UBYTE((200+55*fRatio)*fBeamRatio);
|
|
//ub = 255;
|
|
COLOR col = RGBAToColor(ub,ub,ub,ub);
|
|
pmo->mo_colBlendColor = col;
|
|
}
|
|
}
|
|
}
|
|
return FALSE;
|
|
};
|
|
|
|
procedures:
|
|
|
|
MPIntro()
|
|
{
|
|
SwitchToModel();
|
|
m_bImmediateAnimations=TRUE;
|
|
autocall OpenDoors() EReturn;
|
|
autocall FireLightBeam() EReturn;
|
|
m_epssState = PSSS_BEAM_DEACTIVATED;
|
|
autowait(m_fWaitAfterKillingBeam);
|
|
autocall FireLightBeam() EReturn;
|
|
m_bImmediateAnimations=FALSE;
|
|
autocall CloseDoors() EReturn;
|
|
return EReturn();
|
|
}
|
|
|
|
|
|
OpenDoors()
|
|
{
|
|
// if ship inside not yet added
|
|
if( GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_SHIPINSIDE) == NULL)
|
|
{
|
|
// add it
|
|
AddAttachment( SPACESHIP_ATTACHMENT_SHIPINSIDE, MODEL_SHIP_INSIDE, TEXTURE_BODY);
|
|
GetModelObject()->StretchModel(PSS_STRETCH);
|
|
}
|
|
ShowBeamMachine();
|
|
|
|
if( !m_bImmediateAnimations)
|
|
{
|
|
PlaySound( m_soPlates, SOUND_PLATES, SOF_3D);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR1)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPENING, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR2)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPENING, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR3)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPENING, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR4)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPENING, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR5)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPENING, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR6)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPENING, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR7)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPENING, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR8)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPENING, 0);
|
|
}
|
|
else
|
|
{
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR1)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPEN, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR2)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPEN, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR3)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPEN, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR4)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPEN, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR5)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPEN, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR6)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPEN, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR7)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPEN, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR8)->amo_moModelObject.PlayAnim(DOOR_ANIM_OPEN, 0);
|
|
}
|
|
|
|
// all children lights named pulsating should pulsate
|
|
FOREACHINLIST( CEntity, en_lnInParent, en_lhChildren, iten)
|
|
{
|
|
if( IsOfClass(iten, "Light"))
|
|
{
|
|
if( iten->GetName() == "Pulsating")
|
|
{
|
|
CLight *penLight = (CLight *) &*iten;
|
|
EChangeAnim eChange;
|
|
eChange.iLightAnim=3;
|
|
eChange.bLightLoop=TRUE;
|
|
penLight->SendEvent(eChange);
|
|
}
|
|
else if( iten->GetName() == "Motors")
|
|
{
|
|
CLight *penLight = (CLight *) &*iten;
|
|
EChangeAnim eChange;
|
|
eChange.iLightAnim=4;
|
|
eChange.bLightLoop=TRUE;
|
|
penLight->SendEvent(eChange);
|
|
}
|
|
}
|
|
}
|
|
|
|
m_epssState = PSSS_KILLING_BEAM_FIREING;
|
|
return EReturn();
|
|
}
|
|
|
|
CloseDoors()
|
|
{
|
|
m_epssState=PSSS_DOORS_CLOSED;
|
|
// if ship inside attachment added
|
|
if( GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_SHIPINSIDE) != NULL)
|
|
{
|
|
PlaySound( m_soPlates, SOUND_PLATES, SOF_3D);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR1)->amo_moModelObject.PlayAnim(DOOR_ANIM_CLOSING, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR2)->amo_moModelObject.PlayAnim(DOOR_ANIM_CLOSING, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR3)->amo_moModelObject.PlayAnim(DOOR_ANIM_CLOSING, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR4)->amo_moModelObject.PlayAnim(DOOR_ANIM_CLOSING, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR5)->amo_moModelObject.PlayAnim(DOOR_ANIM_CLOSING, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR6)->amo_moModelObject.PlayAnim(DOOR_ANIM_CLOSING, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR7)->amo_moModelObject.PlayAnim(DOOR_ANIM_CLOSING, 0);
|
|
GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR8)->amo_moModelObject.PlayAnim(DOOR_ANIM_CLOSING, 0);
|
|
|
|
autowait( GetModelObject()->GetAttachmentModel( SPACESHIP_ATTACHMENT_DOOR1)->amo_moModelObject.GetAnimLength(DOOR_ANIM_CLOSING));
|
|
// remove ship inside attachment
|
|
RemoveAttachment( SPACESHIP_ATTACHMENT_SHIPINSIDE);
|
|
}
|
|
|
|
HideBeamMachine();
|
|
InitializePathMoving( (CPyramidSpaceShipMarker*)&*m_penFlyAwayTarget);
|
|
return EReturn();
|
|
}
|
|
|
|
FireLightBeam()
|
|
{
|
|
if(m_epssState==PSSS_DOORS_CLOSED)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if(m_epssState==PSSS_BEAM_DEACTIVATED)
|
|
{
|
|
m_bFireingDeactivatedBeam=TRUE;
|
|
}
|
|
|
|
if( !m_bImmediateAnimations)
|
|
{
|
|
PlaySound( m_soBeamMachine, SOUND_BEAMMACHINE, SOF_3D);
|
|
GetModelObject()->PlayAnim(SPACESHIP_ANIM_OPENING, 0);
|
|
autowait( GetModelObject()->GetAnimLength(SPACESHIP_ANIM_OPENING));
|
|
}
|
|
else
|
|
{
|
|
GetModelObject()->PlayAnim(SPACESHIP_ANIM_OPEN, 0);
|
|
}
|
|
|
|
if( !m_bImmediateAnimations)
|
|
{
|
|
PlaySound( m_soBeamMachine, SOUND_WARMUP, SOF_3D);
|
|
SpawnBeamMachineFlares();
|
|
autowait( SMALL_FLARE_WAIT);
|
|
}
|
|
else
|
|
{
|
|
SpawnBeamMachineFlares();
|
|
}
|
|
|
|
SpawnBeamMachineLightnings();
|
|
if( !m_bImmediateAnimations)
|
|
{
|
|
autowait( SMALL_LIGHTNING_WAIT);
|
|
}
|
|
|
|
SpawnBeamMachineMainFlare();
|
|
if( !m_bImmediateAnimations)
|
|
{
|
|
autowait( BIG_FLARE_WAIT);
|
|
}
|
|
|
|
// turn on light beam
|
|
TurnOnLightBeam();
|
|
if(!m_bFireingDeactivatedBeam)
|
|
{
|
|
SpawnBeamMachineMainLightning();
|
|
}
|
|
|
|
m_soBeam.Set3DParameters(SND_FALLOFF, SND_HOTSPOT, SND_VOLUME, 1.0f);
|
|
PlaySound( m_soBeam, SOUND_BEAM, SOF_3D|SOF_LOOP);
|
|
ShowBeamMachineHitFlare();
|
|
m_tmHitFlareTime = _pTimer->CurrentTick();
|
|
|
|
m_iRingCounter = 0;
|
|
while(_pTimer->CurrentTick()<m_tmHitFlareTime+BIG_LIGHT_BEAM_LIFE_TIME)
|
|
{
|
|
// spawn one moving ring
|
|
if( m_iRingCounter < 16)
|
|
{
|
|
SpawnMovingRing();
|
|
m_iRingCounter++;
|
|
}
|
|
|
|
// apply beam damage
|
|
m_tmTemp = _pTimer->CurrentTick();
|
|
while( _pTimer->CurrentTick() < m_tmTemp+0.49f)
|
|
{
|
|
autowait(_pTimer->TickQuantum);
|
|
// cast ray for possible damage
|
|
if( m_penBeamHit != NULL && !m_bFireingDeactivatedBeam)
|
|
{
|
|
// cast ray
|
|
FLOAT3D vSource = GetPlacement().pl_PositionVector + FLOAT3D( 0, BM_MASTER_Y, 0);
|
|
FLOAT3D vDestination = m_penBeamHit->GetPlacement().pl_PositionVector;
|
|
CCastRay crRay( this, vSource, vDestination);
|
|
crRay.cr_bHitTranslucentPortals = FALSE;
|
|
crRay.cr_bPhysical = FALSE;
|
|
crRay.cr_ttHitModels = CCastRay::TT_COLLISIONBOX;
|
|
crRay.cr_fTestR = 16.0f;
|
|
GetWorld()->CastRay(crRay);
|
|
|
|
// if entity is hit
|
|
if( crRay.cr_penHit != NULL)
|
|
{
|
|
InflictDirectDamage( crRay.cr_penHit, this, DMT_BULLET,
|
|
10000.0f/GetGameDamageMultiplier()*_pTimer->TickQuantum/0.5f/16.0f,
|
|
FLOAT3D(0, 0, 0), (vSource-vDestination).Normalize());
|
|
crRay.cr_penHit->SendEvent( EHitBySpaceShipBeam());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
m_tmBeamTime = _pTimer->CurrentTick();
|
|
while(_pTimer->CurrentTick()<m_tmBeamTime+2.0f)
|
|
{
|
|
autowait(_pTimer->TickQuantum);
|
|
FLOAT tmNow = _pTimer->CurrentTick();
|
|
FLOAT fRatio = CalculateRatio(tmNow, m_tmBeamTime, m_tmBeamTime+2.0f, 0, 1.0f);
|
|
m_soBeam.Set3DParameters(SND_FALLOFF, SND_HOTSPOT, fRatio*SND_VOLUME, 1.0f);
|
|
}
|
|
|
|
// turn off light beam
|
|
TurnOffLightBeam();
|
|
HideBeamMachineHitFlare();
|
|
|
|
// little pause
|
|
autowait( 2.0f);
|
|
|
|
GetModelObject()->PlayAnim(SPACESHIP_ANIM_CLOSING, 0);
|
|
PlaySound( m_soBeamMachine, SOUND_BEAMMACHINE, SOF_3D);
|
|
autowait( GetModelObject()->GetAnimLength(SPACESHIP_ANIM_CLOSING));
|
|
|
|
m_tmHitFlareTime = -1.0f;
|
|
m_tmBeamTime = -1.0f;
|
|
|
|
if(m_bFireingDeactivatedBeam)
|
|
{
|
|
jump CloseDoors();
|
|
}
|
|
return EReturn();
|
|
}
|
|
|
|
Main() {
|
|
// declare yourself as a model
|
|
InitAsEditorModel();
|
|
//InitAsEditorModel();
|
|
SetPhysicsFlags(EPF_MODEL_IMMATERIAL|EPF_MOVABLE);
|
|
SetCollisionFlags(ECF_MODEL_HOLDER);
|
|
|
|
m_bImmediateAnimations=FALSE;
|
|
en_fAcceleration = 1e6f;
|
|
en_fDeceleration = 1e6f;
|
|
|
|
m_soBeam.Set3DParameters(SND_FALLOFF, SND_HOTSPOT, SND_VOLUME, 1.0f);
|
|
m_soBeamMachine.Set3DParameters(SND_FALLOFF, SND_HOTSPOT, SND_VOLUME/2.0f, 1.0f);
|
|
m_soPlates.Set3DParameters(SND_FALLOFF, SND_HOTSPOT, SND_VOLUME/2.0f, 1.0f);
|
|
m_soFlaresFX.Set3DParameters(SND_FALLOFF, SND_HOTSPOT, SND_VOLUME, 1.0f);
|
|
|
|
// set appearance
|
|
SetModel(MODEL_SPACESHIP);
|
|
SetModelMainTexture(TEXTURE_BODY);
|
|
AddAttachment(SPACESHIP_ATTACHMENT_BODY, MODEL_BODY, TEXTURE_BODY);
|
|
AddAttachment(SPACESHIP_ATTACHMENT_DOOR1, MODEL_DOOR, TEXTURE_DOOR);
|
|
AddAttachment(SPACESHIP_ATTACHMENT_DOOR2, MODEL_DOOR, TEXTURE_DOOR);
|
|
AddAttachment(SPACESHIP_ATTACHMENT_DOOR3, MODEL_DOOR, TEXTURE_DOOR);
|
|
AddAttachment(SPACESHIP_ATTACHMENT_DOOR4, MODEL_DOOR, TEXTURE_DOOR);
|
|
AddAttachment(SPACESHIP_ATTACHMENT_DOOR5, MODEL_DOOR, TEXTURE_DOOR);
|
|
AddAttachment(SPACESHIP_ATTACHMENT_DOOR6, MODEL_DOOR, TEXTURE_DOOR);
|
|
AddAttachment(SPACESHIP_ATTACHMENT_DOOR7, MODEL_DOOR, TEXTURE_DOOR);
|
|
AddAttachment(SPACESHIP_ATTACHMENT_DOOR8, MODEL_DOOR, TEXTURE_DOOR);
|
|
|
|
GetModelObject()->StretchModel(PSS_STRETCH);
|
|
ModelChangeNotify();
|
|
m_bMoving = FALSE;
|
|
m_epssState = PSSS_IDLE;
|
|
m_bFireingDeactivatedBeam=FALSE;
|
|
|
|
autowait( 0.25f);
|
|
|
|
// turn off light beam
|
|
TurnOffLightBeam();
|
|
// turn off light beam hit flare
|
|
HideBeamMachineHitFlare();
|
|
|
|
// start moving
|
|
wait() {
|
|
on( EActivate):
|
|
{
|
|
if( !m_bInvisible)
|
|
{
|
|
SwitchToModel();
|
|
}
|
|
InitializePathMoving((CPyramidSpaceShipMarker*)&*m_penTarget);
|
|
resume;
|
|
}
|
|
on( ETrigger):
|
|
{
|
|
if(m_epssState == PSSS_IDLE)
|
|
{
|
|
// ignore all triggs
|
|
}
|
|
else if( m_epssState==PSSS_KILLING_BEAM_FIREING)
|
|
{
|
|
call FireLightBeam();
|
|
}
|
|
else if(m_epssState==PSSS_BEAM_DEACTIVATED)
|
|
{
|
|
call FireLightBeam();
|
|
}
|
|
else if(m_epssState == PSSS_REACHED_DESTINATION)
|
|
{
|
|
call OpenDoors();
|
|
}
|
|
resume;
|
|
}
|
|
on (EForcePathMarker eForcePathMarker):
|
|
{
|
|
if(m_epssState != PSSS_IDLE)
|
|
{
|
|
m_penTarget = eForcePathMarker.penForcedPathMarker;
|
|
InitializePathMoving((CPyramidSpaceShipMarker*)&*m_penTarget);
|
|
}
|
|
resume;
|
|
}
|
|
on( EEnvironmentStart):
|
|
{
|
|
call MPIntro();
|
|
resume;
|
|
}
|
|
on( EEnvironmentStop):
|
|
{
|
|
m_bMoving = FALSE;
|
|
PostMoving();
|
|
resume;
|
|
}
|
|
on( EDeactivate):
|
|
{
|
|
m_epssState = PSSS_BEAM_DEACTIVATED;
|
|
resume;
|
|
}
|
|
on( EReturn):
|
|
{
|
|
resume;
|
|
}
|
|
}
|
|
|
|
Destroy();
|
|
return;
|
|
}
|
|
};
|