mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
287 lines
9.0 KiB
C++
287 lines
9.0 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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213
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%{
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#include "EntitiesMP/StdH/StdH.h"
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%}
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uses "EntitiesMP/ModelHolder2";
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uses "EntitiesMP/Projectile";
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class CEruptor : CModelHolder2 {
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name "Eruptor";
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thumbnail "Thumbnails\\Eruptor.tbn";
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features "HasName", "IsTargetable";
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properties:
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// stretch
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10 FLOAT m_fStretchAll "Er StretchAll" = 1.0f,
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11 FLOAT m_fStretchX "Er StretchX" = 1.0f,
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12 FLOAT m_fStretchY "Er StretchY" = 1.0f,
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13 FLOAT m_fStretchZ "Er StretchZ" = 1.0f,
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// random stretch
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15 BOOL m_bRandomStretch "Er Stretch Random" = FALSE, // random stretch
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16 FLOAT m_fStretchHeight "Er Stretch Height (Y%)" = 0.2f, // stretch height
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17 FLOAT m_fStretchWidth "Er Stretch Width (X%)" = 0.2f, // stretch width
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18 FLOAT m_fStretchDepth "Er Stretch Depth (Z%)" = 0.2f, // strecth depth
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// spawn properties
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20 FLOAT m_fAngle "Er Angle" 'Q' = 45.0f, // spawn spatial angle
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21 FLOAT m_fMaxSpeed "Er Speed max" 'V' = 20.0f, // max speed
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22 FLOAT m_fMinSpeed "Er Speed min" 'B' = 10.0f, // min speed
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23 FLOAT m_fTime "Er Spawn time" 'F' = 1.0f, // spawn every x seconds
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24 FLOAT m_fRandomWait "Er Random wait" 'G' = 0.0f, // wait between two spawns
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25 enum ProjectileType m_ptType "Er Type" 'T' = PRT_LAVA_COMET,
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26 BOOL m_bShootInArc "Er Shoot In Arc" 'S' = TRUE,
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27 FLOAT m_fProjectileStretch "Er projectile stretch" = 1.0f, // strecth
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components:
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1 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
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functions:
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void Precache(void) {
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PrecacheClass(CLASS_PROJECTILE, m_ptType);
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}
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/* calculates launch velocity and heading correction for angular launch */
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void CalculateAngularLaunchParams(
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CMovableEntity *penTarget,
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FLOAT3D vShooting,
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FLOAT3D vTarget, FLOAT3D vSpeedDest,
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ANGLE aPitch,
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ANGLE &aHeading,
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FLOAT &fLaunchSpeed)
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{
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FLOAT3D vNewTarget = vTarget;
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FLOAT3D &vGravity = penTarget->en_vGravityDir;
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FLOAT fa = TanFast(AngleDeg(aPitch));
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FLOAT3D vd, vyd0;
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FLOAT fd, fyd0;
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FLOAT fTime = 0.0f;
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FLOAT fLastTime = 0.0f;
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INDEX iIterations = 0;
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do
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{
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iIterations++;
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FLOAT3D vDistance = vNewTarget-vShooting;
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GetParallelAndNormalComponents(vDistance, vGravity, vyd0, vd);
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fd = vd.Length();
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fyd0 = vyd0.Length();
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fLastTime=fTime;
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fTime = Sqrt(2.0f)*Sqrt((fa*fd-fyd0)/penTarget->en_fGravityA);
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vNewTarget = vTarget+vSpeedDest*fTime;
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}
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while( Abs(fTime-fLastTime) > _pTimer->TickQuantum && iIterations<10);
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// calculate launch speed
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fLaunchSpeed = 0.707108f*fd/
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(Cos(AngleDeg(aPitch))*Sqrt((fa*fd-fyd0)/penTarget->en_fGravityA));
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// calculate heading correction
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FLOAT3D vDir = (vNewTarget-vShooting).Normalize();
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ANGLE3D aAngles;
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DirectionVectorToAngles(vDir, aAngles);
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aHeading = aAngles(1);
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}
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// spawn one projectile towards the target
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void SpawnShoot(CEntity *penTarget)
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{
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// if not movable entity
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if (penTarget==NULL || !(penTarget->GetPhysicsFlags()&EPF_MOVABLE)) {
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// do nothing
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return;
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}
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CPlacement3D plLava = GetPlacement();
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FLOAT fSpeed = (m_fMaxSpeed-m_fMinSpeed)*FRnd() + m_fMinSpeed;
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// if shootind with free falling projectile
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if (m_bShootInArc) {
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// calculate speed for angular launch
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FLOAT fPitch = GetPlacement().pl_OrientationAngle(2);
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FLOAT fHeading;
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CalculateAngularLaunchParams((CMovableEntity*)penTarget,
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GetPlacement().pl_PositionVector,
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penTarget->GetPlacement().pl_PositionVector,
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((CMovableEntity*)penTarget)->en_vCurrentTranslationAbsolute,
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fPitch, fHeading, fSpeed);
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// if the heading is out of range
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if (Abs(NormalizeAngle(GetPlacement().pl_OrientationAngle(1)-fHeading)) >m_fAngle) {
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// do nothing
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return;
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}
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plLava.pl_OrientationAngle(1) = fHeading;
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// if shootind with propelled projectile
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} else {
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// calculate direction
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FLOAT3D vTargetDir = (penTarget->GetPlacement().pl_PositionVector-
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GetPlacement().pl_PositionVector).Normalize();
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FLOAT3D vShootDir;
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AnglesToDirectionVector(GetPlacement().pl_OrientationAngle, vShootDir);
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// if the heading is out of range
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if (Abs(vTargetDir%vShootDir) < Cos(m_fAngle)) {
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// do nothing
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return;
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}
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DirectionVectorToAngles(vTargetDir, plLava.pl_OrientationAngle);
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}
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// create lava
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SpawnProjectile(plLava, fSpeed);
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}
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// spawn one projectile in random direction
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void SpawnRandom(void)
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{
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// generate speed
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FLOAT fSpeed = (m_fMaxSpeed-m_fMinSpeed)*FRnd() + m_fMinSpeed;
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ANGLE3D aAngle((FRnd()*2-1)*m_fAngle, (FRnd()*2-1)*m_fAngle, 0);
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// create placement
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CPlacement3D plLava(FLOAT3D(0, 0, 0), aAngle);
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plLava.RelativeToAbsolute(GetPlacement());
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SpawnProjectile(plLava, fSpeed);
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}
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// fire projectile in given direction with given speed
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void SpawnProjectile(const CPlacement3D &pl, FLOAT fSpeed)
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{
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CEntityPointer penLava = CreateEntity(pl, CLASS_PROJECTILE);
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// launch
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ELaunchProjectile eLaunch;
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eLaunch.penLauncher = this;
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eLaunch.prtType = m_ptType;
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eLaunch.fSpeed = fSpeed;
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eLaunch.fStretch=m_fProjectileStretch;
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penLava->Initialize(eLaunch);
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// stretch
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if (!(penLava->GetFlags()&ENF_DELETED)) {
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FLOAT3D fStretchRandom(1, 1, 1);
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if (m_bRandomStretch) {
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fStretchRandom(1) = (FRnd()*m_fStretchWidth *2 - m_fStretchWidth ) + 1;
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fStretchRandom(2) = (FRnd()*m_fStretchHeight*2 - m_fStretchHeight) + 1;
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fStretchRandom(3) = (FRnd()*m_fStretchDepth *2 - m_fStretchDepth ) + 1;
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}
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FLOAT3D vOldStretch = penLava->GetModelObject()->mo_Stretch;
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penLava->GetModelObject()->mo_Stretch = FLOAT3D(
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m_fStretchAll*m_fStretchX*fStretchRandom(1)*vOldStretch(1),
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m_fStretchAll*m_fStretchY*fStretchRandom(2)*vOldStretch(2),
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m_fStretchAll*m_fStretchZ*fStretchRandom(3)*vOldStretch(3));
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penLava->ModelChangeNotify();
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}
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}
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procedures:
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/************************************************************
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* A C T I O N S *
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************************************************************/
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// active state
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Active(EVoid)
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{
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wait() {
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on (EBegin) : { call AutoSpawns(); }
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on (EEnvironmentStop) : { jump Inactive(); }
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}
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};
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// inactive state
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Inactive(EVoid)
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{
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wait() {
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on (EBegin) : { resume; }
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on (EEnvironmentStart) : { jump Active(); }
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}
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};
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// spawn projectiles automatically
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AutoSpawns(EVoid)
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{
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while (TRUE) {
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// wait before spawn next
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autowait(m_fTime);
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// spawn one projectile
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SpawnRandom();
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// random wait
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if (m_fRandomWait > 0.0f) { autowait(m_fRandomWait); }
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}
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};
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/************************************************************
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* M A I N L O O P *
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************************************************************/
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// main loop
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MainLoop(EVoid) {
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wait() {
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on(EBegin) : {
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call Inactive();
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};
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on(ETrigger eTrigger) : {
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SpawnShoot(eTrigger.penCaused);
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resume;
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}
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otherwise() : {resume;};
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}
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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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Main(EVoid) {
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// init as model
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CModelHolder2::InitModelHolder();
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// limit values
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if (m_fTime <= 0.0f) { m_fTime = 0.05f; }
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if (m_fMaxSpeed < m_fMinSpeed) { m_fMaxSpeed = m_fMinSpeed; }
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if (m_fAngle < 0.0f) { m_fAngle = 0.0f; }
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// stretch factors must not have extreme values
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if (Abs(m_fStretchX) < 0.01f) { m_fStretchX = 0.01f; }
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if (Abs(m_fStretchY) < 0.01f) { m_fStretchY = 0.01f; }
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if (Abs(m_fStretchZ) < 0.01f) { m_fStretchZ = 0.01f; }
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if (m_fStretchAll< 0.01f) { m_fStretchAll = 0.01f; }
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if (Abs(m_fStretchX) >100.0f) { m_fStretchX = 100.0f*Sgn(m_fStretchX); }
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if (Abs(m_fStretchY) >100.0f) { m_fStretchY = 100.0f*Sgn(m_fStretchY); }
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if (Abs(m_fStretchZ) >100.0f) { m_fStretchZ = 100.0f*Sgn(m_fStretchZ); }
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if (m_fStretchAll>100.0f) { m_fStretchAll = 100.0f; }
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if (m_fStretchWidth <0.0f) { m_fStretchWidth = 0.0f; };
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if (m_fStretchHeight<0.0f) { m_fStretchHeight = 0.0f; };
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if (m_fStretchDepth <0.0f) { m_fStretchDepth = 0.0f; };
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if (m_fStretchWidth >1.0f) { m_fStretchWidth = 1.0f; };
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if (m_fStretchHeight>1.0f) { m_fStretchHeight = 1.0f; };
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if (m_fStretchDepth >1.0f) { m_fStretchDepth = 1.0f; };
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jump MainLoop();
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}
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};
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