mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +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
221 lines
7.8 KiB
C++
221 lines
7.8 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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// WARNING: probable sync bads, doesn't work right
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349
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%{
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#include "EntitiesMP/StdH/StdH.h"
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#include "ModelsMP/Enemies/AirElemental/ShockWaveBase.h"
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#include "ModelsMP/Enemies/AirElemental/ShockWave.h"
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%}
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uses "EntitiesMP/BasicEffects";
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// input parameter for launching the projectile
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event EAirShockwave {
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CEntityPointer penLauncher, // who launched it
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FLOAT fHeight, // height in the beginning
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FLOAT fEndWidth, // width along the X,Z axes in the end
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FLOAT fDuration, // how long to live
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};
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%{
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// shockwave
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#define ECF_SHOCKAWAVE ( \
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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_BRUSH|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_SHOCKAWAVE ( \
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EPF_ONBLOCK_STOP|EPF_ORIENTEDBYGRAVITY|EPF_ABSOLUTETRANSLATE)
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#define SHOCKWAVE_HEIGHT 5.0f
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#define SHOCKWAVE_WIDTH 0.1f
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%}
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class CAirShockwave : CMovableModelEntity {
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name "AirShockwave";
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thumbnail "";
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properties:
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1 CEntityPointer m_penLauncher, // who lanuched it
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2 FLOAT m_fHeight = 0.0f, // beginning stretch
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3 FLOAT m_fEndWidth = 0.0f, // ending stretch along the X,Z axes
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4 FLOAT m_tmBegin = 0.0f, // time when animation began
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5 FLOAT m_tmEnd = 0.0f, // time to destroy
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6 FLOAT m_fDuration = 0.0f, // how long?
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7 BOOL m_bGrowing = FALSE, // are we growing?
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8 FLOAT m_tmLastGrow = 0.0f, // last grow time
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9 FLOAT m_fFadeStartTime = 0.0f, // when the fading started
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10 FLOAT m_fFadeStartPercent = 0.6f, // when to start the fading
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// internal variables
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20 FLOAT m_fStretchY = 0.0f,
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21 FLOAT m_fBeginStretchXZ = 0.0f,
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22 FLOAT m_fEndStretchXZ = 0.0f,
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25 FLOATaabbox3D m_boxMaxSize = FLOATaabbox3D(FLOAT3D(0,0,0), FLOAT3D(1,1,1)),
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30 BOOL m_bFadeOut = FALSE, // set this when fading out
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components:
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1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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10 model MODEL_INVISIBLE "ModelsMP\\Enemies\\AirElemental\\ShockwaveBase.mdl",
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11 model MODEL_SHOCKWAVE "ModelsMP\\Enemies\\AirElemental\\Shockwave.mdl",
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12 texture TEXTURE_SHOCKWAVE "ModelsMP\\Enemies\\AirElemental\\Twister.tex",
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functions:
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// get the attachment that IS the AirShockwave
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CModelObject *ShockwaveModel(void) {
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CAttachmentModelObject &amo0 = *GetModelObject()->GetAttachmentModel(SHOCKWAVEBASE_ATTACHMENT_SHOCKWAVE);
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return &(amo0.amo_moModelObject);
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};
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// per-frame adjustments here
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BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient) {
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// growing
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if (m_bGrowing) {
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FLOAT3D vSize;
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FLOAT fLifeTime = _pTimer->GetLerpedCurrentTick() - m_tmBegin;
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vSize(1) = (fLifeTime/m_fDuration)*(m_fEndStretchXZ-m_fBeginStretchXZ)+m_fBeginStretchXZ;
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vSize(2) = m_fStretchY;
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vSize(3) = vSize(1);
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ShockwaveModel()->StretchModel(vSize);
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// start fadeout if more than 70% of lifetime passed
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if ((fLifeTime/m_fDuration)>m_fFadeStartPercent && !m_bFadeOut) {
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m_bFadeOut = TRUE;
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m_fFadeStartTime = _pTimer->GetLerpedCurrentTick();
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}
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// remember last grow time
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m_tmLastGrow = _pTimer->GetLerpedCurrentTick();
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}
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// fading out
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if (m_bFadeOut) {
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FLOAT fTimeRemain = m_tmEnd - _pTimer->GetLerpedCurrentTick();
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FLOAT fFadeTime = (1 - m_fFadeStartPercent)*m_fDuration;
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if (fTimeRemain < 0.0f) { fTimeRemain = 0.0f; }
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COLOR colAlpha = ShockwaveModel()->mo_colBlendColor;
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colAlpha = (colAlpha&0xffffff00) + (COLOR(fTimeRemain/fFadeTime*0xff)&0xff);
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ShockwaveModel()->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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// throw away an entity when touched
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void LaunchEntity(CEntity *pen) {
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// don't launch air elemental and twisters and shockwaves and any items
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if (IsOfClass(pen, "AirElemental") || IsOfClass(pen, "Twister")
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|| IsDerivedFromClass(pen, "Item") || IsOfClass(pen, "AirShockwave")) {
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return;
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}
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if (pen->GetPhysicsFlags()&EPF_MOVABLE) {
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FLOAT3D vSpeed;
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vSpeed = pen->GetPlacement().pl_PositionVector - GetPlacement().pl_PositionVector;
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if (vSpeed(2)<vSpeed.Length()*0.5f) { vSpeed(2)=vSpeed.Length()*0.5f; }
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vSpeed.Normalize();
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vSpeed = vSpeed*50.0f;
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((CMovableEntity &)*pen).GiveImpulseTranslationAbsolute(vSpeed);
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}
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};
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void TestForCollisionAndLaunchEntity() {
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// test the bounding box for all colliding entities
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static CStaticStackArray<CEntity *> apenNearEntities;
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FLOAT fLifeTime = _pTimer->CurrentTick() - m_tmBegin;
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FLOAT fCurrentRadius = Lerp(SHOCKWAVE_WIDTH, m_fEndWidth, fLifeTime/m_fDuration)/2.0f;
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FLOATaabbox3D m_boxCurrent = m_boxMaxSize;
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m_boxCurrent += GetPlacement().pl_PositionVector;
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// width of 'launch belt'
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FLOAT fBeltWidth = m_fEndWidth*_pTimer->TickQuantum*2.0f/m_fDuration;
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GetWorld()->FindEntitiesNearBox(m_boxCurrent, apenNearEntities);
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for (INDEX i=0; i<apenNearEntities.Count(); i++)
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{
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FLOAT fDistance = DistanceTo(this, apenNearEntities[i]);
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FLOATaabbox3D m_boxEntity;
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apenNearEntities[i]->GetBoundingBox(m_boxEntity);
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if (fDistance<(fCurrentRadius+fBeltWidth/2.0f) && fDistance>(fCurrentRadius-fBeltWidth/2.0f) &&
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m_boxEntity.HasContactWith(m_boxCurrent)) {
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LaunchEntity(apenNearEntities[i]);
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}
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}
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CMovableModelEntity::PreMoving();
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};
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procedures:
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// --->>> MAIN
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Main(EAirShockwave eas) {
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// remember the initial parameters
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ASSERT(eas.penLauncher!=NULL);
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ASSERT(eas.fHeight>0.0f);
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ASSERT(eas.fEndWidth>0.1f);
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ASSERT(eas.fDuration>0.0f);
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m_penLauncher = eas.penLauncher;
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m_fHeight = eas.fHeight;
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m_fEndWidth = eas.fEndWidth;
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m_fDuration = eas.fDuration;
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// calculate stretches from parameters
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m_fStretchY = m_fHeight/SHOCKWAVE_HEIGHT;
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m_fBeginStretchXZ = 1.0f;
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m_fEndStretchXZ = m_fEndWidth/SHOCKWAVE_WIDTH;
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FLOAT3D v1 = FLOAT3D(-m_fEndWidth/2.0f, 0.0f, -m_fEndWidth/2.0f);
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FLOAT3D v2 = FLOAT3D(+m_fEndWidth/2.0f, m_fHeight, +m_fEndWidth/2.0f);
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m_boxMaxSize = FLOATaabbox3D(v1, v2);
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// initialization
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InitAsModel();
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SetPhysicsFlags(EPF_SHOCKAWAVE);
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SetCollisionFlags(ECF_SHOCKAWAVE);
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SetFlags(GetFlags() | ENF_SEETHROUGH);
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// set appearance
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SetModel(MODEL_INVISIBLE);
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AddAttachmentToModel(this, *GetModelObject(), SHOCKWAVEBASE_ATTACHMENT_SHOCKWAVE, MODEL_SHOCKWAVE, TEXTURE_SHOCKWAVE, 0, 0, 0);
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GetModelObject()->StretchModel(FLOAT3D(1.0f, 1.0f, 1.0f));
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ModelChangeNotify();
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ShockwaveModel()->StretchModel(FLOAT3D(m_fBeginStretchXZ, m_fStretchY, m_fBeginStretchXZ));
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autowait(_pTimer->TickQuantum);
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m_tmBegin = _pTimer->CurrentTick();
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m_tmEnd = m_tmBegin + m_fDuration;
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m_tmLastGrow = _pTimer->CurrentTick();
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m_bGrowing = TRUE;
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while(_pTimer->CurrentTick()<m_tmEnd)
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{
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autowait(_pTimer->TickQuantum);
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TestForCollisionAndLaunchEntity();
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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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};
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