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
141 lines
4.6 KiB
C++
141 lines
4.6 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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348
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%{
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#include "EntitiesMP/StdH/StdH.h"
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%}
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uses "EntitiesMP/Twister";
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// input parameter for timer
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event ESpinnerInit {
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CEntityPointer penParent, // who owns it
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CEntityPointer penTwister, // twister who spawned this
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FLOAT3D vRotationAngle, // rotation angle
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FLOAT tmSpinTime, // spin time
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FLOAT fUpSpeed, // up multiply speed
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// for player impulse:
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BOOL bImpulse, // one time only spin
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FLOAT tmImpulseDuration, // impulse duration
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};
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class export CSpinner : CRationalEntity {
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name "Spinner";
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thumbnail "";
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properties:
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1 CEntityPointer m_penParent, // entity which owns it
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2 FLOAT3D m_aSpinRotation = FLOAT3D(0.0f, 0.0f, 0.0f),
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3 FLOAT3D m_vSpeed = FLOAT3D(0.0f, 0.0f, 0.0f),
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4 FLOAT m_tmExpire = 0.0f,
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5 FLOAT3D m_vLastSpeed = FLOAT3D(0.0f, 0.0f, 0.0f),
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6 BOOL m_bImpulse = FALSE,
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7 FLOAT m_tmWaitAfterImpulse = 0.0f, // wait after impulse
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10 FLOAT m_tmSpawn = 0.0f,
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11 FLOAT3D m_vSpinSpeed = FLOAT3D(0.0f, 0.0f, 0.0f),
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components:
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functions:
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procedures:
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Main(ESpinnerInit esi) {
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// check some parameters
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if ((!(esi.penParent->GetPhysicsFlags()&EPF_MOVABLE)) ||
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(esi.penParent==NULL) || (esi.penParent==NULL))
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{
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Destroy();
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return;
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}
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ASSERT(esi.penParent!=NULL);
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ASSERT(esi.penTwister!=NULL);
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// remember the initial parameters
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CTwister &penTwister = (CTwister &)*esi.penTwister;
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CMovableEntity &penParent = (CMovableEntity &)*esi.penParent;
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m_penParent = esi.penParent;
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m_aSpinRotation = esi.vRotationAngle;
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m_bImpulse = esi.bImpulse;
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if (m_bImpulse) {
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m_tmWaitAfterImpulse = esi.tmSpinTime - esi.tmImpulseDuration;
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if (m_tmWaitAfterImpulse<=0.0f) { m_tmWaitAfterImpulse = 0.01f; }
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}
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m_vSpinSpeed = ((CMovableEntity&)*m_penParent).en_vCurrentTranslationAbsolute;
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m_vSpinSpeed = FLOAT3D(0.0f, 0.0f, m_vSpinSpeed.Length());
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// init as nothing
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InitAsVoid();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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if (!m_bImpulse) {
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m_tmExpire = _pTimer->CurrentTick() + esi.tmSpinTime;
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} else {
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m_tmExpire = _pTimer->CurrentTick() + esi.tmImpulseDuration;
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}
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m_tmSpawn = _pTimer->CurrentTick();
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// throw target parameters
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m_vSpeed = FLOAT3D(penTwister.en_mRotation(1, 2), penTwister.en_mRotation(2, 2), penTwister.en_mRotation(3, 2)) * esi.fUpSpeed;
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// give absolute speed some randomness
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ANGLE3D aRnd;
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FLOATmatrix3D m;
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aRnd(1) = FRnd()*360.0f; aRnd(2) = FRnd()*30.0f; aRnd(3) = 0.0f;
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MakeRotationMatrixFast(m, aRnd);
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m_vSpeed = m_vSpeed*m;
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//each tick until the m_tmExpire, reinitialise spin
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while (_pTimer->CurrentTick()<m_tmExpire)
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{
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// if the parent is deleted, stop existing
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if (m_penParent->GetFlags()&ENF_DELETED) {
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Destroy();
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return;
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}
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if (((CMovableEntity&)*m_penParent).en_vCurrentTranslationAbsolute!=m_vLastSpeed ||
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((CMovableEntity&)*m_penParent).en_vCurrentTranslationAbsolute==FLOAT3D(0.0f, 0.0f, 0.0f)) {
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// give absolute speed
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((CMovableEntity&)*m_penParent).en_vCurrentTranslationAbsolute += m_vSpeed;
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m_vLastSpeed = ((CMovableEntity&)*m_penParent).en_vCurrentTranslationAbsolute;
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} else {
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// give it some speed
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((CMovableEntity&)*m_penParent).SetDesiredTranslation(m_vSpinSpeed);
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}
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// spin entity if not impulse
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if (!m_bImpulse) {
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((CMovableEntity&)*m_penParent).en_aDesiredRotationRelative = m_aSpinRotation;
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}
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autowait (_pTimer->TickQuantum);
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}
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// stop spinning the parent entity
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((CMovableEntity&)*m_penParent).en_aDesiredRotationRelative = ANGLE3D(0.0f, 0.0f, 0.0f);
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// wait if necessary and stop the up translation if player
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if (m_bImpulse) {
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((CMovableEntity&)*m_penParent).SetDesiredTranslation(FLOAT3D(0.0f, 0.0f, 0.0f));
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autowait(m_tmWaitAfterImpulse);
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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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}; |