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.
486 lines
16 KiB
C++
486 lines
16 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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608
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%{
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#include "EntitiesMP/StdH/StdH.h"
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#include "EntitiesMP/Effector.h"
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#include <EntitiesMP/BloodSpray.h>
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%}
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enum EffectorEffectType {
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0 ET_NONE "None", // no particles
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1 ET_DESTROY_OBELISK "Destroy obelisk", // effect of obelisk destroying
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2 ET_DESTROY_PYLON "Destroy pylon", // effect of pylon destroying
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3 ET_HIT_GROUND "Hit ground", // effect of hitting ground
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4 ET_LIGHTNING "Lightning", // lightning effect
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5 ET_SIZING_BIG_BLUE_FLARE "Sizing big blue flare", // sizing big blue flare with reflections effect
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6 ET_SIZING_RING_FLARE "Sizing ring flare", // sizing ringed flare effect
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7 ET_MOVING_RING "Moving ring", // moving ring effect
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8 ET_PORTAL_LIGHTNING "Portal lightnings", // lightnings between portal vertices
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9 ET_MORPH_MODELS "Morph two models", // morph wto models
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10 ET_DISAPPEAR_MODEL "Disappear model", // disappear model
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11 ET_APPEAR_MODEL "Appear model", // appear model
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12 ET_DISAPPEAR_MODEL_NOW "Disappear model now", // disappear model now
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13 ET_APPEAR_MODEL_NOW "Appear model now", // appear model now
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};
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// input parameter for spawning effector
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event ESpawnEffector {
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enum EffectorEffectType eetType, // type of particles
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FLOAT3D vDamageDir, // direction of damage
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FLOAT3D vDestination, // FX Destination
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FLOAT tmLifeTime, // FX's life period
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FLOAT fSize, // misc size
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INDEX ctCount, // misc count
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CEntityPointer penModel, // ptr to model object used in this effect
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CEntityPointer penModel2, // ptr to second model object used in this effect
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};
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%{
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void CEffector_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
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{
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switch ((EffectorEffectType)iUser)
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{
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case ET_MOVING_RING :
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pdec->PrecacheModel(MODEL_POWER_RING);
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pdec->PrecacheTexture(TEXTURE_POWER_RING);
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break;
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case ET_DESTROY_OBELISK :
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case ET_DESTROY_PYLON :
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case ET_HIT_GROUND :
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case ET_LIGHTNING :
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case ET_SIZING_BIG_BLUE_FLARE :
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case ET_SIZING_RING_FLARE :
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case ET_PORTAL_LIGHTNING :
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case ET_MORPH_MODELS :
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case ET_DISAPPEAR_MODEL :
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case ET_APPEAR_MODEL :
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case ET_DISAPPEAR_MODEL_NOW :
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case ET_APPEAR_MODEL_NOW :
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// no precaching needed
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break;
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default:
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ASSERT(FALSE);
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}
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}
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// array for model vertices in absolute space
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CStaticStackArray<FLOAT3D> avModelFXVertices;
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%}
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class CEffector: CMovableModelEntity {
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name "Effector";
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thumbnail "";
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features "ImplementsOnPrecache";
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properties:
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1 enum EffectorEffectType m_eetType = ET_NONE, // type of effect
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2 FLOAT m_tmStarted = 0.0f, // time when spawned
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3 FLOAT3D m_vDamageDir = FLOAT3D(0,0,0), // direction of damage
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4 FLOAT3D m_vFXDestination = FLOAT3D(0,0,0), // FX destination
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5 FLOAT m_tmLifeTime = 5.0f, // how long effect lives
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6 FLOAT m_fSize = 1.0f, // effect's stretcher
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8 INDEX m_ctCount = 0, // misc count
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10 BOOL m_bLightSource = FALSE, // effect is also light source
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11 CAnimObject m_aoLightAnimation, // light animation object
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12 INDEX m_iLightAnimation = -1, // light animation index
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13 BOOL m_bAlive = TRUE, // if effector is still alive
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14 CEntityPointer m_penModel, // ptr to model object used in this effect
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15 CEntityPointer m_penModel2, // ptr to second model object used in this effect
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16 BOOL m_bWaitTrigger = FALSE, // if effect is activated using trigger
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{
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CLightSource m_lsLightSource;
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}
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components:
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1 model MODEL_MARKER "Models\\Editor\\Axis.mdl",
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2 texture TEXTURE_MARKER "Models\\Editor\\Vector.tex",
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3 model MODEL_POWER_RING "Models\\CutSequences\\SpaceShip\\PowerRing.mdl",
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4 texture TEXTURE_POWER_RING "Models\\CutSequences\\SpaceShip\\PowerRing.tex"
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functions:
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// calculate life ratio
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FLOAT CalculateLifeRatio(FLOAT fFadeInRatio, FLOAT fFadeOutRatio)
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{
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TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted;
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FLOAT fLifeRatio = CalculateRatio( tmDelta, 0, m_tmLifeTime, fFadeInRatio, fFadeOutRatio);
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return fLifeRatio;
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}
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void AdjustMipFactor(FLOAT &fMipFactor)
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{
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if (m_eetType==ET_DISAPPEAR_MODEL || (m_eetType==ET_DISAPPEAR_MODEL_NOW && m_penModel!=NULL))
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{
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CModelObject *pmo = m_penModel->GetModelObject();
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TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted;
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FLOAT fLifeRatio;
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if( m_tmStarted == -1)
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{
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fLifeRatio = 1.0f;
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}
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else if( tmDelta>=m_tmLifeTime)
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{
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fLifeRatio = 0.0f;
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}
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else
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{
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fLifeRatio = CalculateLifeRatio(0.0f, 1.0f);
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}
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UBYTE ubAlpha = UBYTE(255.0f*fLifeRatio);
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COLOR col = C_WHITE|ubAlpha;
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pmo->mo_colBlendColor = col;
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}
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if (m_eetType==ET_APPEAR_MODEL || (m_eetType==ET_APPEAR_MODEL_NOW && m_penModel!=NULL))
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{
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CModelObject *pmo = m_penModel->GetModelObject();
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TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted;
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FLOAT fLifeRatio;
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if( m_tmStarted == -1)
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{
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fLifeRatio = 0.0f;
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}
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else if( tmDelta>=m_tmLifeTime)
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{
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fLifeRatio = 1.0f;
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}
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else
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{
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fLifeRatio = CalculateLifeRatio(1.0f, 0.0f);
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}
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UBYTE ubAlpha = UBYTE(255.0f*fLifeRatio);
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COLOR col = C_WHITE|ubAlpha;
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pmo->mo_colBlendColor = col;
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}
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if (m_eetType==ET_MORPH_MODELS && m_penModel!=NULL && m_penModel2!=NULL)
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{
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CModelObject *pmo1 = m_penModel->GetModelObject();
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CModelObject *pmo2 = m_penModel2->GetModelObject();
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TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted;
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FLOAT fLifeRatio;
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if( m_tmStarted == -1)
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{
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fLifeRatio = 0.0f;
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}
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else if( tmDelta>=m_tmLifeTime)
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{
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fLifeRatio = 1.0f;
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}
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else
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{
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fLifeRatio = CalculateLifeRatio(1.0f, 0.0f);
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}
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UBYTE ubAlpha1 = UBYTE(255.0f*(1-fLifeRatio));
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UBYTE ubAlpha2 = 255-ubAlpha1;
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COLOR col1 = C_WHITE|ubAlpha1;
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COLOR col2 = C_WHITE|ubAlpha2;
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pmo1->mo_colBlendColor = col1;
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pmo2->mo_colBlendColor = col2;
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}
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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_eetType==ET_MOVING_RING)
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{
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FLOAT fLifeRatio = CalculateLifeRatio(0.2f, 0.1f);
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FLOAT fT = _pTimer->CurrentTick()-m_tmStarted;
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FLOAT fPulse = 1.0f;
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UBYTE ub = UBYTE (255.0f*fPulse*fLifeRatio);
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COLOR col = RGBAToColor(ub,ub,ub,ub);
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GetModelObject()->mo_colBlendColor = col;
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}
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return FALSE;
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}
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void RenderMovingLightnings(void)
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{
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// calculate life ratio
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FLOAT fLifeRatio = CalculateLifeRatio(0.1f, 0.1f);
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// fill array with absolute vertices of entity's model and its attached models
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m_penModel->GetModelVerticesAbsolute(avModelFXVertices, 0.05f, 0.0f);
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const FLOATmatrix3D &m = m_penModel->GetRotationMatrix();
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FLOAT3D vOrigin = m_penModel->GetPlacement().pl_PositionVector;
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FLOAT fFXTime = 0.75f;
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FLOAT fMaxHeight = 6.0f;
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FLOAT fdh = 1.0f;
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FLOAT tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted;
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FLOAT fY0 = tmDelta;
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for(FLOAT fT=tmDelta; fT>0; fT-=fFXTime)
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{
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FLOAT fY = fT*2.0f;
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if( fY>fMaxHeight)
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{
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continue;
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}
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// calculate height ratio
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FLOAT fHeightRatio = CalculateRatio( fY, 0, fMaxHeight, 0.1f, 0.0f);
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FLOAT fMinY = 1e6f;
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FLOAT fMinY2 = -1e6f;
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INDEX iLower = -1;
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INDEX iUpper = -1;
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for( INDEX iVtx=0; iVtx<avModelFXVertices.Count(); iVtx++)
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{
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// get relative vertex coordinate
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FLOAT3D v = (avModelFXVertices[iVtx]-vOrigin)*!m;
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if( v(2)>fY && v(2)<fMinY && v(1)<0)
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{
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iLower = iVtx;
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fMinY = v(2);
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}
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if( v(2)<=fY && v(2)>fMinY2 && v(1)<0)
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{
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iUpper = iVtx;
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fMinY2 = v(2);
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}
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}
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// if we found valid vertex
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if( iLower!=-1 && iUpper!=-1)
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{
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FLOAT3D vRelHi = (avModelFXVertices[iUpper]-vOrigin)*!m;
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FLOAT3D vRelLow = (avModelFXVertices[iLower]-vOrigin)*!m;
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FLOAT fLerpFactor = (fY-vRelLow(2))/(vRelHi(2)-vRelLow(2));
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FLOAT3D vRel = Lerp(vRelLow, vRelHi, fLerpFactor);
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vRel(2) = fY;
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FLOAT3D vAbs1 = vOrigin+vRel*m;
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vRel(1)=-vRel(1);
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FLOAT3D vAbs2 = vOrigin+vRel*m;
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// render lightning
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Particles_Ghostbuster( vAbs1, vAbs2, 16, 0.325f, fHeightRatio*fLifeRatio, 5.0f);
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}
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}
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avModelFXVertices.Clear();
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}
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// particles
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void RenderParticles(void)
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{
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// calculate ratio
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FLOAT fRatio;
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TIME tmNow = _pTimer->GetLerpedCurrentTick();
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TIME tmDelta = tmNow - m_tmStarted;
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FLOAT fLivingRatio = tmDelta/m_tmLifeTime;
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if(fLivingRatio<0.25f) {
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fRatio = Clamp( fLivingRatio/0.25f, 0.0f, 1.0f);
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} else if(fLivingRatio>0.75f) {
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fRatio = Clamp( (-fLivingRatio+1.0f)/0.25f, 0.0f, 1.0f);
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} else {
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fRatio = 1.0f;
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}
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switch( m_eetType)
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{
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case ET_DESTROY_OBELISK:
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Particles_DestroyingObelisk( this, m_tmStarted);
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break;
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case ET_DESTROY_PYLON:
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Particles_DestroyingPylon( this, m_vDamageDir, m_tmStarted);
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break;
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case ET_HIT_GROUND:
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Particles_HitGround( this, m_tmStarted, m_fSize);
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break;
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case ET_LIGHTNING:
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Particles_Ghostbuster(GetPlacement().pl_PositionVector, m_vFXDestination, m_ctCount, m_fSize, fRatio);
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break;
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case ET_PORTAL_LIGHTNING:
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RenderMovingLightnings();
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break;
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}
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};
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/* Read from stream. */
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void Read_t( CTStream *istr) // throw char *
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{
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CMovableModelEntity::Read_t(istr);
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// setup light source
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if( m_bLightSource) {
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SetupLightSource();
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}
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}
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/* Get static light source information. */
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CLightSource *GetLightSource(void)
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{
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if( m_bLightSource && !IsPredictor()) {
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return &m_lsLightSource;
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} else {
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return NULL;
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}
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}
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// Setup light source
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void SetupLightSource(void)
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{
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if( m_iLightAnimation>=0)
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{ // set light animation if available
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try {
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m_aoLightAnimation.SetData_t(CTFILENAME("Animations\\Effector.ani"));
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} catch (char *strError) {
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WarningMessage(TRANS("Cannot load Animations\\Effector.ani: %s"), strError);
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}
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// play light animation
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if (m_aoLightAnimation.GetData()!=NULL) {
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m_aoLightAnimation.PlayAnim(m_iLightAnimation, 0);
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}
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}
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// setup light source
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CLightSource lsNew;
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lsNew.ls_ulFlags = LSF_LENSFLAREONLY;
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lsNew.ls_rHotSpot = 0.0f;
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switch (m_eetType) {
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case ET_SIZING_RING_FLARE:
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lsNew.ls_colColor = C_WHITE|CT_OPAQUE;
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lsNew.ls_rHotSpot = 100.0f;
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lsNew.ls_rFallOff = 300.0f;
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lsNew.ls_plftLensFlare = &_lftWhiteGlowStarNG;
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break;
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case ET_SIZING_BIG_BLUE_FLARE:
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lsNew.ls_colColor = C_WHITE|CT_OPAQUE;
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lsNew.ls_rHotSpot = 500.0f*m_fSize;
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lsNew.ls_rFallOff = 1000.0f*m_fSize;
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lsNew.ls_plftLensFlare = &_lftBlueStarBlueReflections;
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break;
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default:
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ASSERTALWAYS("Unknown light source");
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}
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lsNew.ls_ubPolygonalMask = 0;
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lsNew.ls_paoLightAnimation = NULL;
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// setup light animation
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lsNew.ls_paoLightAnimation = NULL;
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if (m_aoLightAnimation.GetData()!=NULL) {
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lsNew.ls_paoLightAnimation = &m_aoLightAnimation;
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}
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m_lsLightSource.ls_penEntity = this;
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m_lsLightSource.SetLightSource(lsNew);
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}
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/************************************************************
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* MAIN *
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************************************************************/
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procedures:
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Main( ESpawnEffector eSpawn)
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{
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// set appearance
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL|EPF_MOVABLE);
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SetCollisionFlags(ECF_TOUCHMODEL);
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SetFlags( GetFlags()|ENF_SEETHROUGH);
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SetModel(MODEL_MARKER);
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SetModelMainTexture(TEXTURE_MARKER);
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// setup variables
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m_eetType = eSpawn.eetType;
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m_vDamageDir = eSpawn.vDamageDir;
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m_tmStarted = _pTimer->CurrentTick();
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m_tmLifeTime = eSpawn.tmLifeTime;
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m_vFXDestination = eSpawn.vDestination;
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m_fSize = eSpawn.fSize;
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m_ctCount = eSpawn.ctCount;
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m_bAlive = TRUE;
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m_penModel = eSpawn.penModel;
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m_penModel2 = eSpawn.penModel2;
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m_bWaitTrigger = FALSE;
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autowait(0.1f);
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if(m_eetType==ET_MOVING_RING)
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{
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SetModel(MODEL_POWER_RING);
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SetModelMainTexture(TEXTURE_POWER_RING);
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en_fAcceleration = 1e6f;
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FLOAT fSpeed = 550.0f;
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SetDesiredTranslation(FLOAT3D(0,-fSpeed,0));
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FLOAT fPathLen = GetPlacement().pl_PositionVector(2)-m_vFXDestination(2);
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// t=s/v
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m_tmLifeTime = fPathLen/fSpeed;
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SwitchToModel();
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FLOAT fSize = 36.0f;
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FLOAT3D vStretch = FLOAT3D(fSize, fSize*2.0f, fSize);
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GetModelObject()->StretchModel(vStretch);
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ModelChangeNotify();
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}
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// spetial initializations
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if(m_eetType==ET_SIZING_RING_FLARE)
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{
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m_bLightSource = TRUE;
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m_iLightAnimation = 0;
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}
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if(m_eetType==ET_SIZING_BIG_BLUE_FLARE)
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{
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m_bLightSource = TRUE;
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m_iLightAnimation = 1;
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}
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if(m_eetType==ET_MORPH_MODELS || m_eetType==ET_DISAPPEAR_MODEL || m_eetType==ET_APPEAR_MODEL)
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{
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m_bWaitTrigger = TRUE;
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m_tmStarted = -1;
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}
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if(m_eetType==ET_DISAPPEAR_MODEL_NOW || m_eetType==ET_APPEAR_MODEL_NOW)
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{
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m_bWaitTrigger = FALSE;
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m_tmStarted = _pTimer->CurrentTick();
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}
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// setup light source
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if (m_bLightSource) { SetupLightSource(); }
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// FIXME: DG: I'm not 100% sure about the loop-condition, I added parenthesis that
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// reflect the orig behavior to shut compiler warnings up
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while(((_pTimer->CurrentTick()<m_tmStarted+m_tmLifeTime) && m_bAlive) || m_bWaitTrigger)
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{
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wait( 0.25f)
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{
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on( EBegin):{ resume;}
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on( ETrigger):
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{
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if(m_eetType==ET_MORPH_MODELS || m_eetType==ET_DISAPPEAR_MODEL || m_eetType==ET_APPEAR_MODEL)
|
|
{
|
|
m_tmStarted = _pTimer->CurrentTick();
|
|
m_bWaitTrigger = FALSE;
|
|
// live forever
|
|
m_bAlive = TRUE;
|
|
}
|
|
resume;
|
|
}
|
|
on( ETimer):{ stop;}
|
|
}
|
|
// check if moving ring reached target position
|
|
if(m_eetType==ET_MOVING_RING)
|
|
{
|
|
if( GetPlacement().pl_PositionVector(2) < m_vFXDestination(2))
|
|
{
|
|
m_bAlive = FALSE;
|
|
}
|
|
}
|
|
}
|
|
|
|
Destroy();
|
|
return;
|
|
}
|
|
};
|