mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
dbe524f0b2
except for EntitiesMP/Fish.es which I'm not sure about, and in Computer.cpp the weird "if (_iActiveMessage < _acmMessages.Count()==0)" construct whichs intention I didn't fully grasp, either.
385 lines
13 KiB
C++
385 lines
13 KiB
C++
/* 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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602
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%{
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#include "EntitiesMP/StdH/StdH.h"
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%}
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uses "EntitiesMP/BasicEffects";
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enum DebrisParticlesType {
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0 DPT_NONE "", // no particles
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1 DPT_BLOODTRAIL "", // blood
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2 DPR_SMOKETRAIL "", // smoke
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3 DPR_SPARKS "", // sparks (for robots)
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4 DPR_FLYINGTRAIL "", // just flying object
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5 DPT_AFTERBURNER "", // afterburner trail
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};
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// input parameter for spawning a debris
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event ESpawnDebris {
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EntityInfoBodyType Eeibt, // body type
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CModelData *pmd, // model for this debris
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FLOAT fSize, // stretch factor
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CTextureData *ptd, // texture for this debris
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CTextureData *ptdRefl, // reflection texture
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CTextureData *ptdSpec, // specular texture
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CTextureData *ptdBump, // bump texture
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INDEX iModelAnim, // animation for debris model
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enum DebrisParticlesType dptParticles, // particles type
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int /*enum BasicEffectType*/ betStain, // stain left when touching brushes
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COLOR colDebris, // multiply color for debris
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BOOL bCustomShading, // if debris uses custom shading
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ANGLE3D aShadingDirection, // custom shading direction
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COLOR colCustomAmbient, // custom shading ambient
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COLOR colCustomDiffuse, // custom shading diffuse
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BOOL bImmaterialASAP, // if should stop colliding as soon as it hits the ground
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FLOAT fDustStretch, // if should spawn dust when it hits the ground and size
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FLOAT3D vStretch, // stretch for spawned model template
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CEntityPointer penFallFXPapa, // parent of all spawned child effects
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};
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%{
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%}
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class CDebris: CMovableModelEntity {
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name "Debris";
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thumbnail "";
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properties:
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1 enum DebrisParticlesType m_dptParticles = DPT_NONE, // type of particles
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2 INDEX m_iBodyType = 0, // body type of this debris
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3 BOOL m_bFade = FALSE, // fade debris
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4 FLOAT m_fFadeStartTime = 0.0f, // fade start time
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5 FLOAT m_fFadeTime = 0.0f, // fade time
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6 FLOAT3D m_fLastStainHitPoint = FLOAT3D(0,0,0), // last stain hit point
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7 INDEX /*enum BasicEffectType*/ m_betStain = BET_NONE, // type of stain left
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8 INDEX m_ctLeftStains = 0, // count of stains already left
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9 FLOAT m_tmStarted = 0.0f, // time when spawned
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10 FLOAT m_fStretch = 1.0f, // stretch
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11 ANGLE3D m_aShadingDirection = ANGLE3D(0,0,0),
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12 BOOL m_bCustomShading = FALSE,
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13 COLOR m_colCustomAmbient = COLOR(C_WHITE|CT_OPAQUE),
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14 COLOR m_colCustomDiffuse = COLOR(C_WHITE|CT_OPAQUE),
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15 BOOL m_bImmaterialASAP = FALSE,
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16 FLOAT m_fDustStretch = 0.0f,
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17 BOOL m_bTouchedGround=FALSE,
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18 CEntityPointer m_penFallFXPapa,
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components:
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1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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functions:
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/* Entity info */
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void *GetEntityInfo(void) {
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return GetStdEntityInfo((EntityInfoBodyType)m_iBodyType);
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};
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/* Receive damage */
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void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
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FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
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{
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// cannot be damaged immediately after spawning
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if ((_pTimer->CurrentTick()-m_tmStarted<1.0f)
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||((dmtType==DMT_CANNONBALL_EXPLOSION) && (_pTimer->CurrentTick()-m_tmStarted<5.0f))) {
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return;
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}
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CMovableModelEntity::ReceiveDamage(penInflictor, dmtType, fDamageAmmount, vHitPoint, vDirection);
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};
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/************************************************************
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* FADE OUT *
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************************************************************/
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BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
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{
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if(m_bCustomShading)
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{
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colLight = m_colCustomDiffuse;
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colAmbient = m_colCustomAmbient;
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AnglesToDirectionVector(m_aShadingDirection, vLightDirection);
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vLightDirection = -vLightDirection;
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}
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if (m_bFade) {
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FLOAT fTimeRemain = m_fFadeStartTime + m_fFadeTime - _pTimer->CurrentTick();
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if (fTimeRemain < 0.0f) { fTimeRemain = 0.0f; }
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COLOR colAlpha = GetModelObject()->mo_colBlendColor;
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colAlpha = (colAlpha&0xffffff00) + (COLOR(fTimeRemain/m_fFadeTime*0xff)&0xff);
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GetModelObject()->mo_colBlendColor = colAlpha;
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}
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return FALSE;
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};
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/************************************************************
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* EFFECTS *
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************************************************************/
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// leave a stain where hit
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void LeaveStain(void)
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{
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// if no stains
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if (m_betStain==BET_NONE) {
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// do nothing
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return;
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}
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// don't allow too many stains to be left
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if (m_ctLeftStains>5) {
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return;
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}
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ESpawnEffect ese;
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FLOAT3D vPoint;
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FLOATplane3D plPlaneNormal;
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FLOAT fDistanceToEdge;
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// on plane
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if (GetNearestPolygon(vPoint, plPlaneNormal, fDistanceToEdge)) {
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// away from last hit point and near to polygon
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if ((m_fLastStainHitPoint-vPoint).Length()>3.0f &&
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(vPoint-GetPlacement().pl_PositionVector).Length()<3.5f) {
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m_fLastStainHitPoint = vPoint;
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// stain
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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ese.betType = (BasicEffectType) m_betStain;
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ese.vNormal = FLOAT3D(plPlaneNormal);
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GetNormalComponent( en_vCurrentTranslationAbsolute, plPlaneNormal, ese.vDirection);
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FLOAT fLength = ese.vDirection.Length() / 7.5f;
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fLength = Clamp( fLength, 1.0f, 15.0f);
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ese.vStretch = FLOAT3D( 1.0f, fLength*1.0f, 1.0f);
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SpawnEffect(CPlacement3D(vPoint+ese.vNormal/50.0f*(FRnd()+0.5f), ANGLE3D(0, 0, 0)), ese);
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m_ctLeftStains++;
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}
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}
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};
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// spawn effect
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void SpawnEffect(const CPlacement3D &plEffect, const class ESpawnEffect &eSpawnEffect)
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{
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CEntityPointer penEffect = CreateEntity(plEffect, CLASS_BASIC_EFFECT);
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penEffect->Initialize(eSpawnEffect);
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};
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// particles
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void RenderParticles(void)
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{
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// if going too slow
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if (en_vCurrentTranslationAbsolute.Length()<0.1f) {
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// don't render particles
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return;
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}
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switch(m_dptParticles) {
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case DPT_BLOODTRAIL: {
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Particles_BloodTrail( this);
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} break;
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case DPR_SMOKETRAIL: {
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Particles_GrenadeTrail( this);
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} break;
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case DPR_SPARKS: {
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Particles_ColoredStarsTrail( this);
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} break;
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case DPR_FLYINGTRAIL:{
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//Particles_WhiteLineTrail( this);
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Particles_BombTrail( this);
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} break;
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case DPT_AFTERBURNER:{
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Particles_AfterBurner( this, m_tmStarted, 0.5f);
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} break;
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default: ASSERT(FALSE);
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case DPT_NONE:
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return;
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}
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};
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// explode
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void Explode(void)
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{
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// spawn explosion
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CPlacement3D plExplosion = GetPlacement();
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CEntityPointer penExplosion = CreateEntity(plExplosion, CLASS_BASIC_EFFECT);
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ESpawnEffect eSpawnEffect;
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eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
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eSpawnEffect.betType = BET_BOMB;
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eSpawnEffect.vStretch = FLOAT3D(0.3f,0.3f,0.3f);
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penExplosion->Initialize(eSpawnEffect);
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}
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/************************************************************
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* MAIN *
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************************************************************/
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procedures:
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Main(ESpawnDebris eSpawn)
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{
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InitAsModel();
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SetPhysicsFlags(EPF_MODEL_BOUNCING|EPF_CANFADESPINNING);
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SetCollisionFlags(ECF_DEBRIS);
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SetFlags(GetFlags() | ENF_SEETHROUGH);
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SetHealth(25.0f);
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en_fBounceDampNormal = 0.15f;
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en_fBounceDampParallel = 0.5f;
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en_fJumpControlMultiplier = 0.0f;
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// set density
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if (eSpawn.Eeibt==EIBT_ICE) {
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en_fDensity = 500.0f;
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} else if (eSpawn.Eeibt==EIBT_WOOD) {
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en_fDensity = 500.0f;
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} else if (eSpawn.Eeibt==EIBT_FLESH) {
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en_fDensity = 5000.0f;
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en_fBounceDampNormal = 0.25f;
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en_fBounceDampParallel = 0.75f;
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} else if (TRUE) {
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en_fDensity = 5000.0f;
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}
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// set appearance
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m_dptParticles = eSpawn.dptParticles;
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if(m_dptParticles==DPT_AFTERBURNER)
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{
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Particles_AfterBurner_Prepare(this);
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}
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m_betStain = eSpawn.betStain;
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m_iBodyType = (INDEX)eSpawn.Eeibt;
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GetModelObject()->SetData(eSpawn.pmd);
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GetModelObject()->mo_toTexture.SetData(eSpawn.ptd);
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GetModelObject()->mo_toReflection.SetData(eSpawn.ptdRefl);
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GetModelObject()->mo_toSpecular.SetData(eSpawn.ptdSpec);
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GetModelObject()->mo_toBump.SetData(eSpawn.ptdBump);
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GetModelObject()->PlayAnim(eSpawn.iModelAnim, AOF_LOOPING);
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GetModelObject()->mo_Stretch = FLOAT3D( eSpawn.fSize, eSpawn.fSize, eSpawn.fSize);
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GetModelObject()->mo_Stretch(1)*=eSpawn.vStretch(1);
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GetModelObject()->mo_Stretch(2)*=eSpawn.vStretch(2);
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GetModelObject()->mo_Stretch(3)*=eSpawn.vStretch(3);
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// adjust color
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GetModelObject()->mo_colBlendColor = eSpawn.colDebris|CT_OPAQUE;
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m_bCustomShading = eSpawn.bCustomShading;
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if( m_bCustomShading)
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{
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en_ulFlags|=ENF_NOSHADINGINFO;
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}
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m_aShadingDirection = eSpawn.aShadingDirection;
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m_colCustomAmbient = eSpawn.colCustomAmbient;
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m_colCustomDiffuse = eSpawn.colCustomDiffuse;
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m_bImmaterialASAP = eSpawn.bImmaterialASAP;
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m_fDustStretch = eSpawn.fDustStretch;
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m_penFallFXPapa=eSpawn.penFallFXPapa;
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ModelChangeNotify();
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FLOATaabbox3D box;
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GetBoundingBox(box);
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FLOAT fEntitySize = box.Size().MaxNorm();
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if (fEntitySize>0.5f) {
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SetCollisionFlags(ECF_MODEL);
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}
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en_fCollisionSpeedLimit+=ClampDn(0.0f, fEntitySize*10.0f);
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m_bFade = FALSE;
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m_fLastStainHitPoint = FLOAT3D(32000.0f, 32000.0f, 32000.0f);
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m_ctLeftStains = 0;
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m_tmStarted = _pTimer->CurrentTick();
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m_bTouchedGround=FALSE;
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// wait some time
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FLOAT fWaitBeforeFade=FRnd()*2.0f + 3.0f;
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wait(fWaitBeforeFade)
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{
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on (EBegin) : { resume; }
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// if touched something
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on (ETouch etouch) : {
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// if it is brush
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if (etouch.penOther->GetRenderType()==RT_BRUSH)
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{
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// shake or some other effect
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if( m_penFallFXPapa!=NULL && !m_bTouchedGround)
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{
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// loop all children of FX papa
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FOREACHINLIST( CEntity, en_lnInParent, m_penFallFXPapa->en_lhChildren, iten)
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{
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// start it
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CEntity *penNew = GetWorld()->CopyEntityInWorld( *iten, GetPlacement());
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penNew->SetParent(NULL);
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if( IsOfClass(&*penNew, "SoundHolder"))
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{
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penNew->SendEvent( EStart());
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}
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else
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{
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penNew->SendEvent( ETrigger());
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}
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}
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}
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if( m_fDustStretch>0 && !m_bTouchedGround)
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{
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// spawn dust
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CPlacement3D plDust=GetPlacement();
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plDust.pl_PositionVector=plDust.pl_PositionVector+FLOAT3D(0,m_fDustStretch*0.25f,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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m_bTouchedGround=TRUE;
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// maybe leave stain
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LeaveStain();
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// if robot
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if (m_iBodyType==EIBT_ROBOT)
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{
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// explode
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Explode();
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SendEvent(EDeath());
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resume;
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}
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}
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if( m_bImmaterialASAP)
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{
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SetCollisionFlags(ECF_DEBRIS);
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}
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resume;
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}
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on (EDeath) : { Destroy(); return; }
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on (ETimer) : { stop; }
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}
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// fade away
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SetCollisionFlags(ECF_DEBRIS);
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m_fFadeStartTime = _pTimer->CurrentTick();
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m_fFadeTime = 5.0f;
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m_bFade = TRUE;
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autowait(m_fFadeTime);
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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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