mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
360 lines
11 KiB
JavaScript
360 lines
11 KiB
JavaScript
/* 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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353
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%{
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#include "StdH.h"
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#include "EntitiesMP/EnemyBase.h"
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#include "ModelsMP/Enemies/ExotechLarva/Projectile/TailProjectile.h"
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%}
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uses "EntitiesMP/BasicEffects";
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uses "EntitiesMP/Light";
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uses "EntitiesMP/Flame";
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// input parameter for launching the LarvaOffspring
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event ELaunchLarvaOffspring {
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CEntityPointer penLauncher, // who launched it
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};
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%{
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#define ECF_OFFSPRING ( \
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((ECBI_MODEL|ECBI_BRUSH|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID|ECBI_ITEM|ECBI_MODEL_HOLDER|ECBI_CORPSE_SOLID)<<ECB_TEST) |\
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((ECBI_MODEL)<<ECB_IS) |\
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((ECBI_MODEL)<<ECB_PASS) )
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%}
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class export CLarvaOffspring : CMovableModelEntity {
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name "LarvaOffspring";
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thumbnail "";
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features "CanBePredictable";
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properties:
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1 CEntityPointer m_penLauncher, // who lanuched it
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5 CEntityPointer m_penTarget, // guided LarvaOffspring's target
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11 FLOAT m_fIgnoreTime = 0.0f, // time when laucher will be ignored
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12 FLOAT m_fFlyTime = 0.0f, // fly time before explode/disappear
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13 FLOAT m_fStartTime = 0.0f, // start time when launched
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14 FLOAT m_fDamageAmount = 0.0f, // damage amount when hit something
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15 FLOAT m_fRangeDamageAmount = 0.0f, // range damage amount
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16 FLOAT m_fDamageHotSpotRange = 0.0f, // hot spot range damage for exploding LarvaOffspring
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17 FLOAT m_fDamageFallOffRange = 0.0f, // fall off range damage for exploding LarvaOffspring
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18 FLOAT m_fSoundRange = 0.0f, // sound range where explosion can be heard
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19 BOOL m_bExplode = FALSE, // explode -> range damage
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24 FLOAT m_aRotateSpeed = 0.0f, // speed of rotation for guided LarvaOffsprings*/
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25 FLOAT m_tmExpandBox = 0.0f, // expand collision after a few seconds
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30 CSoundObject m_soEffect, // sound channel
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50 BOOL bLockedOn = TRUE,
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components:
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1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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10 model MODEL_LARVA_TAIL "ModelsMP\\Enemies\\ExotechLarva\\Projectile\\TailProjectile.mdl",
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11 texture TEXTURE_LARVA_TAIL "ModelsMP\\Enemies\\ExotechLarva\\Projectile\\TailProjectile.tex",
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12 sound SOUND_LARVETTE "ModelsMP\\Enemies\\ExotechLarva\\Sounds\\Squeak.wav",
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functions:
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// premoving
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void PreMoving(void) {
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if (m_tmExpandBox>0) {
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if (_pTimer->CurrentTick()>m_fStartTime+m_tmExpandBox) {
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ChangeCollisionBoxIndexWhenPossible(1);
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m_tmExpandBox = 0;
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}
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}
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CMovableModelEntity::PreMoving();
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}
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void Precache()
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{
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PrecacheSound(SOUND_LARVETTE);
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PrecacheModel(MODEL_LARVA_TAIL);
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PrecacheTexture(TEXTURE_LARVA_TAIL);
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PrecacheClass(CLASS_BASIC_EFFECT, BET_ROCKET);
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PrecacheClass(CLASS_BASIC_EFFECT, BET_SHOCKWAVE);
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}
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void InitializeProjectile(void) {
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// we need target for guided misile
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if (IsDerivedFromClass(m_penLauncher, "Enemy Base")) {
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m_penTarget = ((CEnemyBase *) &*m_penLauncher)->m_penEnemy;
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}
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// set appearance
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InitAsModel();
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SetPhysicsFlags(EPF_MODEL_SLIDING);
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SetCollisionFlags(ECF_OFFSPRING);
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SetModel(MODEL_LARVA_TAIL);
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SetModelMainTexture(TEXTURE_LARVA_TAIL);
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GetModelObject()->StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f));
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ModelChangeNotify();
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// play the flying sound
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m_soEffect.Set3DParameters(50.0f, 10.0f, 1.0f, 1.0f);
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PlaySound(m_soEffect, SOUND_LARVETTE, SOF_3D|SOF_LOOP);
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// start moving
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LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
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SetDesiredRotation(ANGLE3D(0, 0, 0));
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m_fFlyTime = 12.0f;
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m_fDamageAmount = 10.0f;
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m_aRotateSpeed = 275.0f;
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SetHealth(10.0f);
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}
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void LarvaTailExplosion(void) {
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ESpawnEffect ese;
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FLOAT3D vPoint;
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FLOATplane3D vPlaneNormal;
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FLOAT fDistanceToEdge;
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// explosion
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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ese.betType = BET_ROCKET;
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ese.vStretch = FLOAT3D(1,1,1);
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SpawnEffect(GetPlacement(), ese);
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// spawn sound event in range
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if( IsDerivedFromClass( m_penLauncher, "Player")) {
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SpawnRangeSound( m_penLauncher, this, SNDT_PLAYER, m_fSoundRange);
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}
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// explosion debris
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ese.betType = BET_EXPLOSION_DEBRIS;
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SpawnEffect(GetPlacement(), ese);
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// explosion smoke
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ese.betType = BET_EXPLOSION_SMOKE;
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SpawnEffect(GetPlacement(), ese);
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// on plane
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if (GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge)) {
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if ((vPoint-GetPlacement().pl_PositionVector).Length() < 3.5f) {
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// stain
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ese.betType = BET_EXPLOSIONSTAIN;
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ese.vNormal = FLOAT3D(vPlaneNormal);
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SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
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// shock wave
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ese.betType = BET_SHOCKWAVE;
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ese.vNormal = FLOAT3D(vPlaneNormal);
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SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
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// second explosion on plane
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ese.betType = BET_ROCKET_PLANE;
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ese.vNormal = FLOAT3D(vPlaneNormal);
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SpawnEffect(CPlacement3D(vPoint+ese.vNormal/50.0f, ANGLE3D(0, 0, 0)), ese);
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}
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}
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}
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/************************************************************
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* C O M M O N F U N C T I O N S *
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************************************************************/
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void ProjectileTouch(CEntityPointer penHit)
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{
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// explode if needed
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ProjectileHit();
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// direct damage
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FLOAT3D vDirection;
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FLOAT fTransLen = en_vIntendedTranslation.Length();
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if( fTransLen>0.5f)
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{
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vDirection = en_vIntendedTranslation/fTransLen;
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}
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else
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{
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vDirection = -en_vGravityDir;
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}
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const FLOAT fDamageMul = GetSeriousDamageMultiplier(m_penLauncher);
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InflictDirectDamage(penHit, m_penLauncher, DMT_PROJECTILE, m_fDamageAmount*fDamageMul,
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GetPlacement().pl_PositionVector, vDirection);
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};
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void ProjectileHit(void)
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{
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// explode ...
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if (m_bExplode) {
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const FLOAT fDamageMul = GetSeriousDamageMultiplier(m_penLauncher);
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InflictRangeDamage(m_penLauncher, DMT_EXPLOSION, m_fRangeDamageAmount*fDamageMul,
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GetPlacement().pl_PositionVector, m_fDamageHotSpotRange, m_fDamageFallOffRange);
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}
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// sound event
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if (m_fSoundRange > 0.0f) {
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ESound eSound;
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eSound.EsndtSound = SNDT_EXPLOSION;
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eSound.penTarget = m_penLauncher;
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SendEventInRange(eSound, FLOATaabbox3D(GetPlacement().pl_PositionVector, m_fSoundRange));
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}
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};
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// spawn effect
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void SpawnEffect(const CPlacement3D &plEffect, const ESpawnEffect &eSpawnEffect) {
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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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// Calculate current rotation speed to rich given orientation in future
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ANGLE GetRotationSpeed(ANGLE aWantedAngle, ANGLE aRotateSpeed, FLOAT fWaitFrequency)
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{
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ANGLE aResult;
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// if desired position is smaller
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if ( aWantedAngle<-aRotateSpeed*fWaitFrequency)
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{
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// start decreasing
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aResult = -aRotateSpeed;
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}
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// if desired position is bigger
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else if (aWantedAngle>aRotateSpeed*fWaitFrequency)
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{
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// start increasing
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aResult = +aRotateSpeed;
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}
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// if desired position is more-less ahead
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else
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{
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aResult = aWantedAngle/fWaitFrequency;
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}
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return aResult;
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}
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/************************************************************
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* P R O C E D U R E S *
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************************************************************/
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procedures:
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LarvaOffspringGuidedSlide(EVoid) {
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// if already inside some entity
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CEntity *penObstacle;
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if (CheckForCollisionNow(0, &penObstacle)) {
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// explode now
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ProjectileTouch(penObstacle);
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return EEnd();
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}
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// fly loop
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while( _pTimer->CurrentTick()<(m_fStartTime+m_fFlyTime))
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{
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FLOAT fWaitFrequency = 0.1f;
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if (m_penTarget!=NULL) {
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// calculate desired position and angle
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EntityInfo *pei= (EntityInfo*) (m_penTarget->GetEntityInfo());
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FLOAT3D vDesiredPosition;
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GetEntityInfoPosition( m_penTarget, pei->vSourceCenter, vDesiredPosition);
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FLOAT3D vDesiredDirection = (vDesiredPosition-GetPlacement().pl_PositionVector).Normalize();
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// for heading
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ANGLE aWantedHeading = GetRelativeHeading( vDesiredDirection);
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ANGLE aHeading = GetRotationSpeed( aWantedHeading, m_aRotateSpeed, fWaitFrequency);
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// factor used to decrease speed of LarvaOffsprings oriented opposite of its target
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FLOAT fSpeedDecreasingFactor = ((180-Abs(aWantedHeading))/180.0f);
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// factor used to increase speed when far away from target
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FLOAT fSpeedIncreasingFactor = (vDesiredPosition-GetPlacement().pl_PositionVector).Length()/100;
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fSpeedIncreasingFactor = ClampDn(fSpeedIncreasingFactor, 1.0f);
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// decrease speed acodring to target's direction
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FLOAT fMaxSpeed = 30.0f*fSpeedIncreasingFactor;
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FLOAT fMinSpeedRatio = 0.5f;
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FLOAT fWantedSpeed = fMaxSpeed*( fMinSpeedRatio+(1-fMinSpeedRatio)*fSpeedDecreasingFactor);
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// adjust translation velocity
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SetDesiredTranslation( FLOAT3D(0, 0, -fWantedSpeed));
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// adjust rotation speed
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m_aRotateSpeed = 75.0f*(1+0.5f*fSpeedDecreasingFactor);
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// calculate distance factor
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FLOAT fDistanceFactor = (vDesiredPosition-GetPlacement().pl_PositionVector).Length()/50.0;
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fDistanceFactor = ClampUp(fDistanceFactor, 4.0f);
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FLOAT fRNDHeading = (FRnd()-0.5f)*180*fDistanceFactor;
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// if we are looking near direction of target
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if( Abs( aWantedHeading) < 30.0f)
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{
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// adjust heading and pich
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SetDesiredRotation(ANGLE3D(aHeading+fRNDHeading,0,0));
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}
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// just adjust heading
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else
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{
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SetDesiredRotation(ANGLE3D(aHeading,0,0));
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}
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}
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wait( fWaitFrequency)
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{
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on (EBegin) : { resume; }
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on (EPass epass) : {
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BOOL bHit;
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// ignore launcher within 1 second
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bHit = epass.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime;
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// ignore another LarvaOffspring
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bHit &= !IsOfClass(epass.penOther, "LarvaOffspring");
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// ignore twister
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bHit &= !IsOfClass(epass.penOther, "Twister");
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if (bHit) {
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ProjectileTouch(epass.penOther);
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return EEnd();
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}
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resume;
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}
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on (EDeath) :
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{
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ProjectileHit();
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return EEnd();
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}
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on (ETimer) :
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{
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stop;
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}
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}
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}
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return EEnd();
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};
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Main(ELaunchLarvaOffspring eLaunch) {
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// remember the initial parameters
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ASSERT(eLaunch.penLauncher!=NULL);
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m_penLauncher = eLaunch.penLauncher;
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SetPredictable(TRUE);
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// remember lauching time
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m_fIgnoreTime = _pTimer->CurrentTick() + 1.0f;
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InitializeProjectile();
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// fly
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m_fStartTime = _pTimer->CurrentTick();
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autocall LarvaOffspringGuidedSlide() EEnd;
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LarvaTailExplosion();
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Destroy();
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return;
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}
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};
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