mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-28 21:05:53 +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
349 lines
11 KiB
C++
349 lines
11 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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507
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%{
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#include "EntitiesMP/StdH/StdH.h"
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#include "ModelsMP/Enemies/AirElemental/Twister.h"
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#define ECF_TWISTER ( \
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((ECBI_BRUSH|ECBI_MODEL|ECBI_CORPSE|ECBI_ITEM|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID)<<ECB_TEST) |\
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((ECBI_MODEL|ECBI_CORPSE|ECBI_ITEM|ECBI_PROJECTILE_MAGIC|ECBI_PROJECTILE_SOLID)<<ECB_PASS) |\
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((ECBI_MODEL)<<ECB_IS))
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#define EPF_TWISTER ( \
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EPF_ONBLOCK_CLIMBORSLIDE|EPF_ORIENTEDBYGRAVITY|\
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EPF_TRANSLATEDBYGRAVITY|EPF_MOVABLE|EPF_ABSOLUTETRANSLATE)
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%}
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uses "EntitiesMP/AirElemental";
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uses "EntitiesMP/Elemental";
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uses "EntitiesMP/Spinner";
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// input parameter for twister
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event ETwister {
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CEntityPointer penOwner, // entity which owns it
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FLOAT fSize, // twister size
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FLOAT fDuration, // twister duration
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INDEX sgnSpinDir, // spin direction
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BOOL bGrow, // grow from miniature twister to full size?
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BOOL bMovingAllowed, // if moving is allowed
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};
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%{
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static EntityInfo eiTwister = {
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EIBT_AIR, 0.0f,
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0.0f, 1.0f, 0.0f,
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0.0f, 0.75f, 0.0f,
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};
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#define MOVE_FREQUENCY 0.1f
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#define ROTATE_SPEED 10000.0f
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#define MOVE_SPEED 7.5f
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void CTwister_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
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{
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pdec->PrecacheClass(CLASS_SPINNER);
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pdec->PrecacheModel(MODEL_TWISTER);
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pdec->PrecacheTexture(TEXTURE_TWISTER);
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pdec->PrecacheSound(SOUND_SPIN);
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}
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%}
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class CTwister : CMovableModelEntity {
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name "Twister";
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thumbnail "";
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features "ImplementsOnPrecache";
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properties:
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1 CEntityPointer m_penOwner, // entity which owns it
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2 FLOAT m_fSize = 1.0f, // size
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3 FLOAT3D m_vSpeed = FLOAT3D(0,0,0), // current speed
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4 INDEX m_sgnSpinDir = 1, // spin clockwise
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5 BOOL m_bGrow = TRUE, // grow to full size?
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6 FLOAT m_tmLastMove = 0.0f, // when moving has started
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7 FLOAT3D m_aSpeedRotation = FLOAT3D(0,0,0),
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8 BOOL m_bMoving = FALSE,
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9 BOOL m_bMovingAllowed = TRUE,
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// internal -> do not use
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10 FLOAT3D m_vDesiredPosition = FLOAT3D(0,0,0),
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11 FLOAT3D m_vDesiredAngle = FLOAT3D(0,0,0),
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12 FLOAT m_fStopTime = 0.0f,
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13 FLOAT m_fActionRadius = 0.0f,
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14 FLOAT m_fActionTime = 0.0f,
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15 FLOAT m_fDiffMultiply = 0.0f,
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16 FLOAT m_fUpMultiply = 0.0f,
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20 BOOL m_bFadeOut = FALSE,
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21 FLOAT m_fFadeStartTime = 1e6,
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22 FLOAT m_fFadeTime = 2.0f,
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23 FLOAT m_fStartTime = 0.0f,
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50 CSoundObject m_soSpin, // sound channel for spinning
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components:
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1 class CLASS_SPINNER "Classes\\Spinner.ecl",
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10 model MODEL_TWISTER "ModelsMP\\Enemies\\AirElemental\\Twister.mdl",
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11 texture TEXTURE_TWISTER "ModelsMP\\Enemies\\AirElemental\\Twister.tex",
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200 sound SOUND_SPIN "ModelsMP\\Enemies\\AirElemental\\Sounds\\TwisterSpin.wav",
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functions:
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/* Entity info */
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void *GetEntityInfo(void) {
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return &eiTwister;
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};
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/* Receive damage */
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void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
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FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
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{
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return;
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};
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// render burning particles
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void RenderParticles(void)
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{
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if(m_bMovingAllowed)
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{
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Particles_Twister(this, m_fSize/15.0f, m_fStartTime, m_fFadeStartTime, 1.0f);
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}
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else
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{
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CEntity *penParent=GetParent();
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FLOAT fStretch=1.0f;
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if(penParent!=NULL)
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{
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CAirElemental *penAir=(CAirElemental *)penParent;
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FLOAT fStretchRatio=penAir->GetCurrentStretchRatio();
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fStretch=1.0f+(fStretchRatio)*6.0f;
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}
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Particles_Twister(this, m_fSize/15.0f*fStretch, m_fStartTime, m_fFadeStartTime, 0.5f*fStretch);
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}
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}
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/************************************************************
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* FADE OUT & MOVING *
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************************************************************/
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BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient) {
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// fading out
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if (m_bFadeOut) {
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FLOAT fTimeRemain = m_fFadeStartTime + m_fFadeTime - _pTimer->CurrentTick();
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if (fTimeRemain < 0.0f) { fTimeRemain = 0.0f; }
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COLOR colAlpha = GetModelObject()->mo_colBlendColor;
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colAlpha = (colAlpha&0xffffff00) + (COLOR(fTimeRemain/m_fFadeTime*0xff)&0xff);
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GetModelObject()->mo_colBlendColor = colAlpha;
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}
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return CMovableModelEntity::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
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};
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/************************************************************
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* ATTACK SPECIFIC *
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************************************************************/
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void SpinEntity(CEntity *pen) {
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// don't spin air elemental and other twisters and any items
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if (IsOfClass(pen, "AirElemental") || IsOfClass(pen, "Twister")
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|| IsDerivedFromClass(pen, "Item")) {
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return;
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}
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// don't spin air elementals wind blast
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if (IsOfClass(pen, "Projectile")) {
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if (((CProjectile *)&*pen)->m_prtType==PRT_AIRELEMENTAL_WIND)
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{
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return;
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}
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}
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if (pen->GetPhysicsFlags()&EPF_MOVABLE) {
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// if any other spinner affects the target, skip this spinner
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BOOL bNoSpinner = TRUE;
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{FOREACHINLIST( CEntity, en_lnInParent, pen->en_lhChildren, iten) {
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if (IsOfClass(iten, "Spinner"))
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{
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bNoSpinner = FALSE;
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return;
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}
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}}
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if (bNoSpinner) {
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ESpinnerInit esi;
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CEntityPointer penSpinner;
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esi.penParent = pen;
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esi.penTwister = this;
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esi.bImpulse = FALSE;
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// spin projectiles a bit longer but not so high
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if (IsOfClass(pen, "Projectile"))
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{
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switch(((CProjectile &)*pen).m_prtType) {
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case PRT_GRENADE:
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case PRT_HEADMAN_BOMBERMAN:
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case PRT_DEMON_FIREBALL:
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case PRT_SHOOTER_FIREBALL:
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case PRT_BEAST_PROJECTILE:
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case PRT_BEAST_BIG_PROJECTILE:
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case PRT_LAVA_COMET:
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esi.tmSpinTime = 2.5f;
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esi.vRotationAngle = ANGLE3D(-m_sgnSpinDir*250.0f, 0, 0);
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esi.fUpSpeed = m_fDiffMultiply*0.75;
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break;
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default:
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esi.tmSpinTime = 1.5f;
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esi.vRotationAngle = ANGLE3D(-m_sgnSpinDir*180.0f, 0, 0);
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esi.fUpSpeed = m_fDiffMultiply/5.0f;
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break;
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}
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// cannon ball - short but powerfull
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} else if (IsOfClass(pen, "Cannon ball")){
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esi.tmSpinTime = 0.2f;
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esi.vRotationAngle = ANGLE3D(-m_sgnSpinDir*500.0f, 0, 0);
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esi.fUpSpeed = m_fDiffMultiply*3.0f;
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// don't take it easy with players
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} else if (IsOfClass(pen, "Player")){
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esi.tmSpinTime = 3.0f;
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esi.vRotationAngle = ANGLE3D(-m_sgnSpinDir*220.0f, 0, 0);
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esi.bImpulse = TRUE;
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esi.fUpSpeed = m_fDiffMultiply*(0.4f + FRnd()*0.4f);
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esi.tmImpulseDuration = 1.4f + FRnd()*0.5f;
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// everything else
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} else {
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esi.tmSpinTime = 0.5f;
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esi.vRotationAngle = ANGLE3D(-m_sgnSpinDir*180.0f, 0, 0);
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esi.fUpSpeed = m_fDiffMultiply;
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}
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penSpinner = CreateEntity(pen->GetPlacement(), CLASS_SPINNER);
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penSpinner->Initialize(esi);
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penSpinner->SetParent(pen);
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}
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// damage
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FLOAT3D vDirection;
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AnglesToDirectionVector(GetPlacement().pl_OrientationAngle, vDirection);
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InflictDirectDamage(pen, m_penOwner, DMT_IMPACT, 2.0f, GetPlacement().pl_PositionVector, vDirection);
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}
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};
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void PreMoving(void) {
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// moving - rotate speed direction
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if (m_bMoving) {
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FLOATmatrix3D m;
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ANGLE3D aRotation;
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aRotation = m_aSpeedRotation*(_pTimer->CurrentTick()-m_tmLastMove);
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MakeRotationMatrix(m, aRotation);
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m_vSpeed = m_vSpeed*m;
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SetDesiredTranslation(m_vSpeed);
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m_tmLastMove = _pTimer->CurrentTick();
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}
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CMovableModelEntity::PreMoving();
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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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// --->>> MAIN
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Main(ETwister et) {
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// remember the initial parameters
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ASSERT(et.penOwner!=NULL);
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m_penOwner = et.penOwner;
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m_sgnSpinDir = et.sgnSpinDir;
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if (m_sgnSpinDir==0) { m_sgnSpinDir=1; };
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m_fSize = et.fSize;
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m_fStopTime = _pTimer->CurrentTick() + et.fDuration;
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m_bGrow = et.bGrow;
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m_bMovingAllowed = et.bMovingAllowed;
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// initialization
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InitAsEditorModel();
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SetPhysicsFlags(EPF_TWISTER);
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SetCollisionFlags(ECF_TWISTER);
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SetFlags(GetFlags() | ENF_SEETHROUGH);
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SetModel(MODEL_TWISTER);
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SetModelMainTexture(TEXTURE_TWISTER);
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// some twister parameters
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m_fActionRadius = pow(m_fSize, 0.33333f)*10.0f;
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m_fActionTime = m_fActionRadius;
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m_fUpMultiply = m_fActionRadius/2.0f;
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m_fDiffMultiply = sqrt(m_fSize);
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GetModelObject()->StretchModel(FLOAT3D(m_fSize, m_fSize, m_fSize));
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ModelChangeNotify();
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m_fStartTime=_pTimer->CurrentTick();
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//wait for some randome time
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autowait(FRnd()*0.25f);
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m_soSpin.Set3DParameters(50.0f, 10.0f, 1.0f, 1.0f);
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PlaySound(m_soSpin, SOUND_SPIN, SOF_3D|SOF_LOOP);
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// immediately rotate
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SetDesiredRotation(ANGLE3D(m_sgnSpinDir*(FRnd()*50.0f+50.0f), 0.0f, 0.0f));
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if (m_bGrow) {
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StartModelAnim(TWISTER_ANIM_GROWING, AOF_SMOOTHCHANGE|AOF_NORESTART);
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}
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autowait(GetModelObject()->GetAnimLength(TWISTER_ANIM_GROWING));
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// beginning random speed
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FLOAT fR = FRndIn(5.0f, 10.0f);
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FLOAT fA = FRnd()*360.0f;
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m_vSpeed = FLOAT3D(CosFast(fA)*fR, 0, SinFast(fA)*fR);
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m_bMoving = m_bMovingAllowed;
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// move in range
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while(_pTimer->CurrentTick() < m_fStopTime) {
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FLOAT fMoveTime = FRndIn(2.0f, 4.0f);
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m_aSpeedRotation = FLOAT3D(FRndIn(8.0f, 16.0f), 0.0f, 0.0f);
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m_tmLastMove = _pTimer->CurrentTick();
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// NOTE: fMoveTime will cause the twister to stop existing
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// a bit later then the m_fStopTime, but what the heck?
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wait(fMoveTime) {
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on (EBegin) : { resume; }
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on (ETimer) : { stop; }
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on (EPass ep) : {
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if (ep.penOther->GetRenderType()&RT_MODEL &&
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ep.penOther->GetPhysicsFlags()&EPF_MOVABLE &&
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!IsOfClass(ep.penOther, "Twister")) {
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SpinEntity(ep.penOther);
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}
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resume;
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}
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}
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}
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// fade out
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m_fFadeStartTime = _pTimer->CurrentTick();
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m_bFadeOut = TRUE;
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m_fFadeTime = 2.0f;
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autowait(m_fFadeTime);
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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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};
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