Serious-Engine/Sources/EntitiesMP/Eruptor.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

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