Serious-Engine/Sources/EntitiesMP/Effector.es
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
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
2016-04-02 23:56:12 -04:00

484 lines
15 KiB
C++

/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
608
%{
#include "EntitiesMP/StdH/StdH.h"
#include "EntitiesMP/Effector.h"
#include <EntitiesMP/BloodSpray.h>
%}
enum EffectorEffectType {
0 ET_NONE "None", // no particles
1 ET_DESTROY_OBELISK "Destroy obelisk", // effect of obelisk destroying
2 ET_DESTROY_PYLON "Destroy pylon", // effect of pylon destroying
3 ET_HIT_GROUND "Hit ground", // effect of hitting ground
4 ET_LIGHTNING "Lightning", // lightning effect
5 ET_SIZING_BIG_BLUE_FLARE "Sizing big blue flare", // sizing big blue flare with reflections effect
6 ET_SIZING_RING_FLARE "Sizing ring flare", // sizing ringed flare effect
7 ET_MOVING_RING "Moving ring", // moving ring effect
8 ET_PORTAL_LIGHTNING "Portal lightnings", // lightnings between portal vertices
9 ET_MORPH_MODELS "Morph two models", // morph wto models
10 ET_DISAPPEAR_MODEL "Disappear model", // disappear model
11 ET_APPEAR_MODEL "Appear model", // appear model
12 ET_DISAPPEAR_MODEL_NOW "Disappear model now", // disappear model now
13 ET_APPEAR_MODEL_NOW "Appear model now", // appear model now
};
// input parameter for spawning effector
event ESpawnEffector {
enum EffectorEffectType eetType, // type of particles
FLOAT3D vDamageDir, // direction of damage
FLOAT3D vDestination, // FX Destination
FLOAT tmLifeTime, // FX's life period
FLOAT fSize, // misc size
INDEX ctCount, // misc count
CEntityPointer penModel, // ptr to model object used in this effect
CEntityPointer penModel2, // ptr to second model object used in this effect
};
%{
void CEffector_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
{
switch ((EffectorEffectType)iUser)
{
case ET_MOVING_RING :
pdec->PrecacheModel(MODEL_POWER_RING);
pdec->PrecacheTexture(TEXTURE_POWER_RING);
break;
case ET_DESTROY_OBELISK :
case ET_DESTROY_PYLON :
case ET_HIT_GROUND :
case ET_LIGHTNING :
case ET_SIZING_BIG_BLUE_FLARE :
case ET_SIZING_RING_FLARE :
case ET_PORTAL_LIGHTNING :
case ET_MORPH_MODELS :
case ET_DISAPPEAR_MODEL :
case ET_APPEAR_MODEL :
case ET_DISAPPEAR_MODEL_NOW :
case ET_APPEAR_MODEL_NOW :
// no precaching needed
break;
default:
ASSERT(FALSE);
}
}
// array for model vertices in absolute space
CStaticStackArray<FLOAT3D> avModelFXVertices;
%}
class CEffector: CMovableModelEntity {
name "Effector";
thumbnail "";
features "ImplementsOnPrecache";
properties:
1 enum EffectorEffectType m_eetType = ET_NONE, // type of effect
2 FLOAT m_tmStarted = 0.0f, // time when spawned
3 FLOAT3D m_vDamageDir = FLOAT3D(0,0,0), // direction of damage
4 FLOAT3D m_vFXDestination = FLOAT3D(0,0,0), // FX destination
5 FLOAT m_tmLifeTime = 5.0f, // how long effect lives
6 FLOAT m_fSize = 1.0f, // effect's stretcher
8 INDEX m_ctCount = 0, // misc count
10 BOOL m_bLightSource = FALSE, // effect is also light source
11 CAnimObject m_aoLightAnimation, // light animation object
12 INDEX m_iLightAnimation = -1, // light animation index
13 BOOL m_bAlive = TRUE, // if effector is still alive
14 CEntityPointer m_penModel, // ptr to model object used in this effect
15 CEntityPointer m_penModel2, // ptr to second model object used in this effect
16 BOOL m_bWaitTrigger = FALSE, // if effect is activated using trigger
{
CLightSource m_lsLightSource;
}
components:
1 model MODEL_MARKER "Models\\Editor\\Axis.mdl",
2 texture TEXTURE_MARKER "Models\\Editor\\Vector.tex",
3 model MODEL_POWER_RING "Models\\CutSequences\\SpaceShip\\PowerRing.mdl",
4 texture TEXTURE_POWER_RING "Models\\CutSequences\\SpaceShip\\PowerRing.tex"
functions:
// calculate life ratio
FLOAT CalculateLifeRatio(FLOAT fFadeInRatio, FLOAT fFadeOutRatio)
{
TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted;
FLOAT fLifeRatio = CalculateRatio( tmDelta, 0, m_tmLifeTime, fFadeInRatio, fFadeOutRatio);
return fLifeRatio;
}
void AdjustMipFactor(FLOAT &fMipFactor)
{
if (m_eetType==ET_DISAPPEAR_MODEL || m_eetType==ET_DISAPPEAR_MODEL_NOW && m_penModel!=NULL)
{
CModelObject *pmo = m_penModel->GetModelObject();
TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted;
FLOAT fLifeRatio;
if( m_tmStarted == -1)
{
fLifeRatio = 1.0f;
}
else if( tmDelta>=m_tmLifeTime)
{
fLifeRatio = 0.0f;
}
else
{
fLifeRatio = CalculateLifeRatio(0.0f, 1.0f);
}
UBYTE ubAlpha = UBYTE(255.0f*fLifeRatio);
COLOR col = C_WHITE|ubAlpha;
pmo->mo_colBlendColor = col;
}
if (m_eetType==ET_APPEAR_MODEL || m_eetType==ET_APPEAR_MODEL_NOW && m_penModel!=NULL)
{
CModelObject *pmo = m_penModel->GetModelObject();
TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted;
FLOAT fLifeRatio;
if( m_tmStarted == -1)
{
fLifeRatio = 0.0f;
}
else if( tmDelta>=m_tmLifeTime)
{
fLifeRatio = 1.0f;
}
else
{
fLifeRatio = CalculateLifeRatio(1.0f, 0.0f);
}
UBYTE ubAlpha = UBYTE(255.0f*fLifeRatio);
COLOR col = C_WHITE|ubAlpha;
pmo->mo_colBlendColor = col;
}
if (m_eetType==ET_MORPH_MODELS && m_penModel!=NULL && m_penModel2!=NULL)
{
CModelObject *pmo1 = m_penModel->GetModelObject();
CModelObject *pmo2 = m_penModel2->GetModelObject();
TIME tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted;
FLOAT fLifeRatio;
if( m_tmStarted == -1)
{
fLifeRatio = 0.0f;
}
else if( tmDelta>=m_tmLifeTime)
{
fLifeRatio = 1.0f;
}
else
{
fLifeRatio = CalculateLifeRatio(1.0f, 0.0f);
}
UBYTE ubAlpha1 = UBYTE(255.0f*(1-fLifeRatio));
UBYTE ubAlpha2 = 255-ubAlpha1;
COLOR col1 = C_WHITE|ubAlpha1;
COLOR col2 = C_WHITE|ubAlpha2;
pmo1->mo_colBlendColor = col1;
pmo2->mo_colBlendColor = col2;
}
}
BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
{
if(m_eetType==ET_MOVING_RING)
{
FLOAT fLifeRatio = CalculateLifeRatio(0.2f, 0.1f);
FLOAT fT = _pTimer->CurrentTick()-m_tmStarted;
FLOAT fPulse = 1.0f;
UBYTE ub = UBYTE (255.0f*fPulse*fLifeRatio);
COLOR col = RGBAToColor(ub,ub,ub,ub);
GetModelObject()->mo_colBlendColor = col;
}
return FALSE;
}
void RenderMovingLightnings(void)
{
// calculate life ratio
FLOAT fLifeRatio = CalculateLifeRatio(0.1f, 0.1f);
// fill array with absolute vertices of entity's model and its attached models
m_penModel->GetModelVerticesAbsolute(avModelFXVertices, 0.05f, 0.0f);
const FLOATmatrix3D &m = m_penModel->GetRotationMatrix();
FLOAT3D vOrigin = m_penModel->GetPlacement().pl_PositionVector;
FLOAT fFXTime = 0.75f;
FLOAT fMaxHeight = 6.0f;
FLOAT fdh = 1.0f;
FLOAT tmDelta = _pTimer->GetLerpedCurrentTick()-m_tmStarted;
FLOAT fY0 = tmDelta;
for(FLOAT fT=tmDelta; fT>0; fT-=fFXTime)
{
FLOAT fY = fT*2.0f;
if( fY>fMaxHeight)
{
continue;
}
// calculate height ratio
FLOAT fHeightRatio = CalculateRatio( fY, 0, fMaxHeight, 0.1f, 0.0f);
FLOAT fMinY = 1e6f;
FLOAT fMinY2 = -1e6f;
INDEX iLower = -1;
INDEX iUpper = -1;
for( INDEX iVtx=0; iVtx<avModelFXVertices.Count(); iVtx++)
{
// get relative vertex coordinate
FLOAT3D v = (avModelFXVertices[iVtx]-vOrigin)*!m;
if( v(2)>fY && v(2)<fMinY && v(1)<0)
{
iLower = iVtx;
fMinY = v(2);
}
if( v(2)<=fY && v(2)>fMinY2 && v(1)<0)
{
iUpper = iVtx;
fMinY2 = v(2);
}
}
// if we found valid vertex
if( iLower!=-1 && iUpper!=-1)
{
FLOAT3D vRelHi = (avModelFXVertices[iUpper]-vOrigin)*!m;
FLOAT3D vRelLow = (avModelFXVertices[iLower]-vOrigin)*!m;
FLOAT fLerpFactor = (fY-vRelLow(2))/(vRelHi(2)-vRelLow(2));
FLOAT3D vRel = Lerp(vRelLow, vRelHi, fLerpFactor);
vRel(2) = fY;
FLOAT3D vAbs1 = vOrigin+vRel*m;
vRel(1)=-vRel(1);
FLOAT3D vAbs2 = vOrigin+vRel*m;
// render lightning
Particles_Ghostbuster( vAbs1, vAbs2, 16, 0.325f, fHeightRatio*fLifeRatio, 5.0f);
}
}
avModelFXVertices.Clear();
}
// particles
void RenderParticles(void)
{
// calculate ratio
FLOAT fRatio;
TIME tmNow = _pTimer->GetLerpedCurrentTick();
TIME tmDelta = tmNow - m_tmStarted;
FLOAT fLivingRatio = tmDelta/m_tmLifeTime;
if(fLivingRatio<0.25f) {
fRatio = Clamp( fLivingRatio/0.25f, 0.0f, 1.0f);
} else if(fLivingRatio>0.75f) {
fRatio = Clamp( (-fLivingRatio+1.0f)/0.25f, 0.0f, 1.0f);
} else {
fRatio = 1.0f;
}
switch( m_eetType)
{
case ET_DESTROY_OBELISK:
Particles_DestroyingObelisk( this, m_tmStarted);
break;
case ET_DESTROY_PYLON:
Particles_DestroyingPylon( this, m_vDamageDir, m_tmStarted);
break;
case ET_HIT_GROUND:
Particles_HitGround( this, m_tmStarted, m_fSize);
break;
case ET_LIGHTNING:
Particles_Ghostbuster(GetPlacement().pl_PositionVector, m_vFXDestination, m_ctCount, m_fSize, fRatio);
break;
case ET_PORTAL_LIGHTNING:
RenderMovingLightnings();
break;
}
};
/* Read from stream. */
void Read_t( CTStream *istr) // throw char *
{
CMovableModelEntity::Read_t(istr);
// setup light source
if( m_bLightSource) {
SetupLightSource();
}
}
/* Get static light source information. */
CLightSource *GetLightSource(void)
{
if( m_bLightSource && !IsPredictor()) {
return &m_lsLightSource;
} else {
return NULL;
}
}
// Setup light source
void SetupLightSource(void)
{
if( m_iLightAnimation>=0)
{ // set light animation if available
try {
m_aoLightAnimation.SetData_t(CTFILENAME("Animations\\Effector.ani"));
} catch (char *strError) {
WarningMessage(TRANS("Cannot load Animations\\Effector.ani: %s"), strError);
}
// play light animation
if (m_aoLightAnimation.GetData()!=NULL) {
m_aoLightAnimation.PlayAnim(m_iLightAnimation, 0);
}
}
// setup light source
CLightSource lsNew;
lsNew.ls_ulFlags = LSF_LENSFLAREONLY;
lsNew.ls_rHotSpot = 0.0f;
switch (m_eetType) {
case ET_SIZING_RING_FLARE:
lsNew.ls_colColor = C_WHITE|CT_OPAQUE;
lsNew.ls_rHotSpot = 100.0f;
lsNew.ls_rFallOff = 300.0f;
lsNew.ls_plftLensFlare = &_lftWhiteGlowStarNG;
break;
case ET_SIZING_BIG_BLUE_FLARE:
lsNew.ls_colColor = C_WHITE|CT_OPAQUE;
lsNew.ls_rHotSpot = 500.0f*m_fSize;
lsNew.ls_rFallOff = 1000.0f*m_fSize;
lsNew.ls_plftLensFlare = &_lftBlueStarBlueReflections;
break;
default:
ASSERTALWAYS("Unknown light source");
}
lsNew.ls_ubPolygonalMask = 0;
lsNew.ls_paoLightAnimation = NULL;
// setup light animation
lsNew.ls_paoLightAnimation = NULL;
if (m_aoLightAnimation.GetData()!=NULL) {
lsNew.ls_paoLightAnimation = &m_aoLightAnimation;
}
m_lsLightSource.ls_penEntity = this;
m_lsLightSource.SetLightSource(lsNew);
}
/************************************************************
* MAIN *
************************************************************/
procedures:
Main( ESpawnEffector eSpawn)
{
// set appearance
InitAsEditorModel();
SetPhysicsFlags(EPF_MODEL_IMMATERIAL|EPF_MOVABLE);
SetCollisionFlags(ECF_TOUCHMODEL);
SetFlags( GetFlags()|ENF_SEETHROUGH);
SetModel(MODEL_MARKER);
SetModelMainTexture(TEXTURE_MARKER);
// setup variables
m_eetType = eSpawn.eetType;
m_vDamageDir = eSpawn.vDamageDir;
m_tmStarted = _pTimer->CurrentTick();
m_tmLifeTime = eSpawn.tmLifeTime;
m_vFXDestination = eSpawn.vDestination;
m_fSize = eSpawn.fSize;
m_ctCount = eSpawn.ctCount;
m_bAlive = TRUE;
m_penModel = eSpawn.penModel;
m_penModel2 = eSpawn.penModel2;
m_bWaitTrigger = FALSE;
autowait(0.1f);
if(m_eetType==ET_MOVING_RING)
{
SetModel(MODEL_POWER_RING);
SetModelMainTexture(TEXTURE_POWER_RING);
en_fAcceleration = 1e6f;
FLOAT fSpeed = 550.0f;
SetDesiredTranslation(FLOAT3D(0,-fSpeed,0));
FLOAT fPathLen = GetPlacement().pl_PositionVector(2)-m_vFXDestination(2);
// t=s/v
m_tmLifeTime = fPathLen/fSpeed;
SwitchToModel();
FLOAT fSize = 36.0f;
FLOAT3D vStretch = FLOAT3D(fSize, fSize*2.0f, fSize);
GetModelObject()->StretchModel(vStretch);
ModelChangeNotify();
}
// spetial initializations
if(m_eetType==ET_SIZING_RING_FLARE)
{
m_bLightSource = TRUE;
m_iLightAnimation = 0;
}
if(m_eetType==ET_SIZING_BIG_BLUE_FLARE)
{
m_bLightSource = TRUE;
m_iLightAnimation = 1;
}
if(m_eetType==ET_MORPH_MODELS || m_eetType==ET_DISAPPEAR_MODEL || m_eetType==ET_APPEAR_MODEL)
{
m_bWaitTrigger = TRUE;
m_tmStarted = -1;
}
if(m_eetType==ET_DISAPPEAR_MODEL_NOW || m_eetType==ET_APPEAR_MODEL_NOW)
{
m_bWaitTrigger = FALSE;
m_tmStarted = _pTimer->CurrentTick();
}
// setup light source
if (m_bLightSource) { SetupLightSource(); }
while(_pTimer->CurrentTick()<m_tmStarted+m_tmLifeTime && m_bAlive || m_bWaitTrigger)
{
wait( 0.25f)
{
on( EBegin):{ resume;}
on( ETrigger):
{
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;
}
};