mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
385 lines
12 KiB
C++
Executable File
385 lines
12 KiB
C++
Executable File
/* 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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504
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%{
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#include "EntitiesMP/StdH/StdH.h"
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#define TM_APPLY_DAMAGE_QUANTUM 0.25f
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#define TM_APPLY_WHOLE_DAMAGE 7.5f
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#define DAMAGE_AMMOUNT 30.0f
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#define MIN_DAMAGE_QUANTUM (DAMAGE_AMMOUNT/TM_APPLY_WHOLE_DAMAGE*TM_APPLY_DAMAGE_QUANTUM)
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#define MAX_DAMAGE_QUANTUM (MIN_DAMAGE_QUANTUM*10.0f)
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#define DEATH_BURN_TIME 4.0f
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#include "EntitiesMP/MovingBrush.h"
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%}
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uses "EntitiesMP/Light";
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// input parameter for flame
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event EFlame {
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CEntityPointer penOwner, // entity which owns it
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CEntityPointer penAttach, // entity on which flame is attached (his parent)
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};
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// event for stop burning
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event EStopFlaming {
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BOOL m_bNow,
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};
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%{
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void CFlame_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
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{
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pdec->PrecacheModel(MODEL_FLAME);
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pdec->PrecacheTexture(TEXTURE_FLAME);
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pdec->PrecacheSound(SOUND_FLAME);
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}
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%}
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class CFlame : CMovableModelEntity {
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name "Flame";
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thumbnail "";
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features "ImplementsOnPrecache", "CanBePredictable";
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properties:
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1 CEntityPointer m_penOwner, // entity which owns it
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2 CEntityPointer m_penAttach, // entity on which flame is attached (his parent)
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5 BOOL m_bLoop = FALSE, // internal for loops
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8 FLOAT3D m_vHitPoint = FLOAT3D(0.0f, 0.0f, 0.0f), // where the flame hit the entity
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10 CSoundObject m_soEffect, // sound channel
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20 FLOAT m_tmStart = 0.0f,
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21 FLOAT m_fDamageToApply = 0.0f,
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22 FLOAT m_fDamageStep = 0.0f,
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23 FLOAT m_fAppliedDamage=0.0f,
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24 FLOAT m_tmFirstStart = 0.0f, // when the burning started
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29 INDEX m_ctFlames=0,
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30 FLOAT3D m_vPos01=FLOAT3D(0,0,0),
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31 FLOAT3D m_vPos02=FLOAT3D(0,0,0),
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32 FLOAT3D m_vPos03=FLOAT3D(0,0,0),
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33 FLOAT3D m_vPos04=FLOAT3D(0,0,0),
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34 FLOAT3D m_vPos05=FLOAT3D(0,0,0),
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35 FLOAT3D m_vPos06=FLOAT3D(0,0,0),
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36 FLOAT3D m_vPos07=FLOAT3D(0,0,0),
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37 FLOAT3D m_vPos08=FLOAT3D(0,0,0),
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38 FLOAT3D m_vPos09=FLOAT3D(0,0,0),
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39 FLOAT3D m_vPos10=FLOAT3D(0,0,0),
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40 FLOAT3D m_vPlaneNormal=FLOAT3D(0,0,0),
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51 BOOL m_bBurningBrush=FALSE,
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52 FLOAT m_tmDeathParticlesStart=1e6,
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{
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CLightSource m_lsLightSource;
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}
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components:
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1 class CLASS_LIGHT "Classes\\Light.ecl",
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// ********* FLAME *********
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10 model MODEL_FLAME "ModelsMP\\Effects\\Flame\\Flame.mdl",
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11 texture TEXTURE_FLAME "ModelsMP\\Effects\\Flame\\Flame.tex",
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12 sound SOUND_FLAME "SoundsMP\\Fire\\Burning.wav",
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functions:
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// add to prediction any entities that this entity depends on
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void AddDependentsToPrediction(void)
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{
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m_penOwner->AddToPrediction();
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}
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// postmoving
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void PostMoving(void) {
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CMovableModelEntity::PostMoving();
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// if no air
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CContentType &ctDn = GetWorld()->wo_actContentTypes[en_iDnContent];
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// stop existing
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if (!(ctDn.ct_ulFlags&CTF_BREATHABLE_LUNGS)) {
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EStopFlaming esf;
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esf.m_bNow = TRUE;
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SendEvent(esf);
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}
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// never remove from list of movers
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en_ulFlags &= ~ENF_INRENDERING;
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// not moving in fact, only moving with its parent
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en_plLastPlacement = en_plPlacement;
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};
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/* Read from stream. */
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void Read_t( CTStream *istr) // throw char *
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{
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CMovableModelEntity::Read_t(istr);
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SetupLightSource();
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}
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BOOL IsPointInsidePolygon(const FLOAT3D &vPos, CBrushPolygon *pbpo)
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{
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FLOATplane3D &plPlane=pbpo->bpo_pbplPlane->bpl_plAbsolute;
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// find major axes of the polygon plane
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INDEX iMajorAxis1, iMajorAxis2;
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GetMajorAxesForPlane(plPlane, iMajorAxis1, iMajorAxis2);
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// create an intersector
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CIntersector isIntersector(vPos(iMajorAxis1), vPos(iMajorAxis2));
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// for all edges in the polygon
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FOREACHINSTATICARRAY(pbpo->bpo_abpePolygonEdges, CBrushPolygonEdge, itbpePolygonEdge) {
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// get edge vertices (edge direction is irrelevant here!)
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const FLOAT3D &vVertex0 = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex0->bvx_vAbsolute;
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const FLOAT3D &vVertex1 = itbpePolygonEdge->bpe_pbedEdge->bed_pbvxVertex1->bvx_vAbsolute;
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// pass the edge to the intersector
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isIntersector.AddEdge(
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vVertex0(iMajorAxis1), vVertex0(iMajorAxis2),
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vVertex1(iMajorAxis1), vVertex1(iMajorAxis2));
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}
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// return result of polygon intersection
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return isIntersector.IsIntersecting();
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}
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/* Get static light source information. */
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CLightSource *GetLightSource(void)
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{
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if (!IsPredictor()) {
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return &m_lsLightSource;
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} else {
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return NULL;
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}
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}
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// render particles
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void RenderParticles(void)
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{
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FLOAT fTimeFactor=CalculateRatio(_pTimer->CurrentTick(), m_tmFirstStart, m_tmStart+TM_APPLY_WHOLE_DAMAGE, 0.05f, 0.2f);
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FLOAT fDeathFactor=1.0f;
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if( _pTimer->CurrentTick()>m_tmDeathParticlesStart)
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{
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fDeathFactor=1.0f-Clamp((_pTimer->CurrentTick()-m_tmDeathParticlesStart)/DEATH_BURN_TIME, 0.0f, 1.0f);
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}
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CEntity *penParent= GetParent();
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FLOAT fPower=ClampUp(m_fDamageStep-MIN_DAMAGE_QUANTUM, MAX_DAMAGE_QUANTUM)/MAX_DAMAGE_QUANTUM;
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if( penParent!= NULL)
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{
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if( (penParent->en_RenderType==CEntity::RT_MODEL || penParent->en_RenderType==CEntity::RT_EDITORMODEL ||
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penParent->en_RenderType==CEntity::RT_SKAMODEL || penParent->en_RenderType==CEntity::RT_SKAEDITORMODEL) &&
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(Particle_GetViewer()!=penParent) )
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{
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Particles_Burning(penParent, fPower, fTimeFactor*fDeathFactor);
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}
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else
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{
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Particles_BrushBurning(this, &m_vPos01, m_ctFlames, m_vPlaneNormal, fPower, fTimeFactor*fDeathFactor);
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}
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}
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}
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// Setup light source
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void SetupLightSource(void)
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{
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// setup light source
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CLightSource lsNew;
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lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DYNAMIC;
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if(m_bBurningBrush)
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{
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UBYTE ubRndH = UBYTE( 25+(FLOAT(rand())/RAND_MAX-0.5f)*28);
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UBYTE ubRndS = 166;
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UBYTE ubRndV = 48;
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lsNew.ls_colColor = HSVToColor(ubRndH, ubRndS, ubRndV);
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//lsNew.ls_colColor = 0x3F3F1600;
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lsNew.ls_rFallOff = 4.0f;
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lsNew.ls_rHotSpot = 0.2f;
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}
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else
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{
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lsNew.ls_colColor = 0x8F8F5000;
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lsNew.ls_rFallOff = 6.0f;
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lsNew.ls_rHotSpot = 0.50f;
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}
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lsNew.ls_plftLensFlare = NULL;
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lsNew.ls_ubPolygonalMask = 0;
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lsNew.ls_paoLightAnimation = NULL;
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m_lsLightSource.ls_penEntity = this;
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m_lsLightSource.SetLightSource(lsNew);
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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(EFlame ef) {
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// attach to parent (another entity)
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ASSERT(ef.penOwner!=NULL);
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ASSERT(ef.penAttach!=NULL);
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m_penOwner = ef.penOwner;
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m_penAttach = ef.penAttach;
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m_tmStart = _pTimer->CurrentTick();
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m_tmFirstStart=m_tmStart;
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SetParent(ef.penAttach);
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// initialization
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_FLYING);
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SetCollisionFlags(ECF_FLAME);
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SetFlags(GetFlags() | ENF_SEETHROUGH);
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SetModel(MODEL_FLAME);
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SetModelMainTexture(TEXTURE_FLAME);
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ModelChangeNotify();
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// play the burning sound
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m_soEffect.Set3DParameters(10.0f, 1.0f, 1.0f, 1.0f);
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PlaySound(m_soEffect, SOUND_FLAME, SOF_3D|SOF_LOOP);
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// must always be in movers, to find sector content type
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AddToMovers();
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m_bBurningBrush=FALSE;
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BOOL bAllowFlame=TRUE;
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if( !(ef.penAttach->en_RenderType==CEntity::RT_MODEL || ef.penAttach->en_RenderType==CEntity::RT_EDITORMODEL ||
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ef.penAttach->en_RenderType==CEntity::RT_SKAMODEL || ef.penAttach->en_RenderType==CEntity::RT_SKAEDITORMODEL ))
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{
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m_bBurningBrush=TRUE;
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FLOAT3D vPos=GetPlacement().pl_PositionVector;
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FLOATplane3D plPlane;
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FLOAT fDistanceToEdge;
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FindSectorsAroundEntity();
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CBrushPolygon *pbpo=NULL;
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pbpo=GetNearestPolygon(vPos, plPlane, fDistanceToEdge);
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FLOAT3D vBrushPos = ef.penAttach->GetPlacement().pl_PositionVector;
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FLOATmatrix3D mBrushRotInv = !ef.penAttach->GetRotationMatrix();
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if( pbpo!=NULL && pbpo->bpo_pbscSector->bsc_pbmBrushMip->bm_pbrBrush->br_penEntity==ef.penAttach)
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{
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plPlane = pbpo->bpo_pbplPlane->bpl_plAbsolute;
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m_vPlaneNormal=(FLOAT3D &)plPlane;
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m_vPlaneNormal.Normalize();
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// ------ Calculate plane-paralel normal vectors
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FLOAT3D vU, vV;
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//CPrintF("plPlane %g\n", plPlane(2));
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if(plPlane(2)<-0.1f)
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{
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bAllowFlame=FALSE;
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}
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// if the plane is mostly horizontal
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if (Abs(plPlane(2))>0.5f) {
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// use cross product of +x axis and plane normal as +s axis
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vU = FLOAT3D(1.0f, 0.0f, 0.0f)*m_vPlaneNormal;
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// if the plane is mostly vertical
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} else {
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// use cross product of +y axis and plane normal as +s axis
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vU = FLOAT3D(0.0f, 1.0f, 0.0f)*m_vPlaneNormal;
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}
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// make +s axis normalized
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vU.Normalize();
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// use cross product of plane normal and +s axis as +t axis
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vV = vU*m_vPlaneNormal;
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vV.Normalize();
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// counter of valid flames
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m_ctFlames=0;
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for(INDEX iTest=0; iTest<20; iTest++)
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{
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FLOAT fA=FRnd()*360.0f;
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FLOAT fR=FRnd()*2.0f;
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FLOAT3D vRndV=vV*fR*SinFast(fA);
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FLOAT3D vRndU=vU*fR*CosFast(fA);
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FLOAT3D vRndPos=vPos;
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if( iTest!=0)
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{
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vRndPos+=vRndV+vRndU;
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}
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// project point to a plane
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FLOAT3D vProjectedRndPos=plPlane.ProjectPoint(vRndPos);
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if( IsPointInsidePolygon(vProjectedRndPos, pbpo))
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{
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(&m_vPos01)[ m_ctFlames]=(vProjectedRndPos-vBrushPos)*mBrushRotInv;
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m_ctFlames++;
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if( m_ctFlames==6) { break; };
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}
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}
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}
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else
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{
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bAllowFlame=FALSE;
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}
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}
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// setup light source
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if( bAllowFlame)
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{
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SetupLightSource();
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}
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m_bLoop = bAllowFlame;
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while(m_bLoop) {
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wait(TM_APPLY_DAMAGE_QUANTUM) {
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// damage to parent
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on (EBegin) : {
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// if parent does not exist anymore
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if (m_penAttach==NULL || (m_penAttach->GetFlags()&ENF_DELETED)) {
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// stop existing
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m_bLoop = FALSE;
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stop;
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}
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// inflict damage to parent
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const FLOAT fDamageMul = GetSeriousDamageMultiplier(m_penOwner);
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FLOAT fDamageToApply=fDamageMul*(m_fDamageToApply/TM_APPLY_WHOLE_DAMAGE*TM_APPLY_DAMAGE_QUANTUM)*m_fDamageStep;
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m_penAttach->InflictDirectDamage( m_penAttach, m_penOwner, DMT_BURNING, fDamageToApply,
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GetPlacement().pl_PositionVector, -en_vGravityDir);
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m_fAppliedDamage+=fDamageToApply;
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resume;
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}
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on (EFlame ef) : {
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m_penOwner = ef.penOwner;
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FLOAT fTimeLeft=m_tmStart+TM_APPLY_WHOLE_DAMAGE-_pTimer->CurrentTick();
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FLOAT fDamageLeft=(fTimeLeft/TM_APPLY_DAMAGE_QUANTUM)*m_fDamageStep;
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m_fDamageToApply=ClampUp(fDamageLeft+DAMAGE_AMMOUNT, 80.0f);
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m_tmStart=_pTimer->CurrentTick();
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m_fDamageStep=m_fDamageToApply/(TM_APPLY_WHOLE_DAMAGE/TM_APPLY_DAMAGE_QUANTUM);
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resume;
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};
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on (EStopFlaming esf) : {
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if( !esf.m_bNow)
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{
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m_tmDeathParticlesStart=_pTimer->CurrentTick();
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resume;
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}
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else
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{
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m_bLoop = FALSE;
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stop;
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}
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};
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on (EBrushDestroyed) : {
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m_bLoop = FALSE;
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stop;
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};
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on (ETimer) : { stop; }
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}
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if(_pTimer->CurrentTick()>m_tmStart+TM_APPLY_WHOLE_DAMAGE)
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{
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m_bLoop = FALSE;
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}
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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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