mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
391 lines
13 KiB
C++
391 lines
13 KiB
C++
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
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// Copyright (C) 2015 Faust Logic, Inc.
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#ifndef _AFX_MAGIC_SPELL_H_
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#define _AFX_MAGIC_SPELL_H_
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#include "core/util/tVector.h"
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#include "console/typeValidators.h"
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#include "afxChoreographer.h"
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#include "afxEffectDefs.h"
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#include "afxEffectWrapper.h"
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#include "afxMagicMissile.h"
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class afxChoreographerData;
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class afxMagicMissileData;
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class afxEffectWrapperData;
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class SceneObject;
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class afxMagicSpell;
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class afxMagicSpellDefs
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{
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public:
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enum
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{
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CASTING_PHRASE,
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LAUNCH_PHRASE,
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DELIVERY_PHRASE,
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IMPACT_PHRASE,
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LINGER_PHRASE,
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NUM_PHRASES
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};
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};
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class afxMagicSpellData : public afxChoreographerData, public afxMagicSpellDefs
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{
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typedef afxChoreographerData Parent;
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class ewValidator : public TypeValidator
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{
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U32 id;
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public:
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ewValidator(U32 id) { this->id = id; }
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void validateType(SimObject *object, void *typePtr);
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};
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bool do_id_convert;
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public:
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F32 casting_dur;
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F32 delivery_dur;
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F32 linger_dur;
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//
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S32 n_casting_loops;
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S32 n_delivery_loops;
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S32 n_linger_loops;
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//
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F32 extra_casting_time;
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F32 extra_delivery_time;
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F32 extra_linger_time;
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//
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bool do_move_interrupts;
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F32 move_interrupt_speed;
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//
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afxMagicMissileData* missile_db;
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bool launch_on_server_signal;
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U32 primary_target_types;
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//
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afxEffectWrapperData* dummy_fx_entry;
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// various effects lists
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afxEffectList casting_fx_list;
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afxEffectList launch_fx_list;
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afxEffectList delivery_fx_list;
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afxEffectList impact_fx_list;
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afxEffectList linger_fx_list;
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void pack_fx(BitStream* stream, const afxEffectList& fx, bool packed);
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void unpack_fx(BitStream* stream, afxEffectList& fx);
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public:
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/*C*/ afxMagicSpellData();
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/*C*/ afxMagicSpellData(const afxMagicSpellData&, bool = false);
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virtual void reloadReset();
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virtual bool onAdd();
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virtual void packData(BitStream*);
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virtual void unpackData(BitStream*);
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virtual bool writeField(StringTableEntry fieldname, const char* value);
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bool preload(bool server, String &errorStr);
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void gatherConstraintDefs(Vector<afxConstraintDef>&);
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virtual bool allowSubstitutions() const { return true; }
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static void initPersistFields();
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DECLARE_CONOBJECT(afxMagicSpellData);
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DECLARE_CATEGORY("AFX");
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/// @name Callbacks
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/// @{
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DECLARE_CALLBACK( void, onDamage, (afxMagicSpell* spell, const char* label, const char* flaver, U32 target_id, F32 amount, U8 n, Point3F pos, F32 ad_amount, F32 radius, F32 impulse) );
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DECLARE_CALLBACK( void, onDeactivate, (afxMagicSpell* spell) );
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DECLARE_CALLBACK( void, onInterrupt, (afxMagicSpell* spell, ShapeBase* caster) );
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DECLARE_CALLBACK( void, onLaunch, (afxMagicSpell* spell, ShapeBase* caster, SceneObject* target, afxMagicMissile* missile) );
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DECLARE_CALLBACK( void, onImpact, (afxMagicSpell* spell, ShapeBase* caster, SceneObject* impacted, Point3F pos, Point3F normal) );
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DECLARE_CALLBACK( bool, onPreactivate, (SimObject* param_holder, ShapeBase* caster, SceneObject* target, SimObject* extra) );
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DECLARE_CALLBACK( void, onActivate, (afxMagicSpell* spell, ShapeBase* caster, SceneObject* target) );
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/// @}
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};
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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// afxMagicSpell
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class ShapeBase;
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class GameConnection;
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class afxEffectVector;
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class afxConstraint;
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class afxConstraintMgr;
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class afxMagicMissile;
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class afxChoreographer;
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class afxPhrase;
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class afxMagicSpell : public afxChoreographer, public afxMagicSpellDefs
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{
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typedef afxChoreographer Parent;
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friend class afxMagicMissile;
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enum MaskBits
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{
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MagicMissileMask = Parent::NextFreeMask << 0,
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StateEventMask = Parent::NextFreeMask << 1,
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LaunchEventMask = Parent::NextFreeMask << 2,
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ImpactEventMask = Parent::NextFreeMask << 3,
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SyncEventMask = Parent::NextFreeMask << 4,
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RemapConstraintMask = Parent::NextFreeMask << 5, // CONSTRAINT REMAPPING
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NextFreeMask = Parent::NextFreeMask << 6
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};
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public:
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enum
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{
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NULL_EVENT,
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ACTIVATE_EVENT,
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LAUNCH_EVENT,
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IMPACT_EVENT,
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SHUTDOWN_EVENT,
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DEACTIVATE_EVENT,
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INTERRUPT_PHASE_EVENT,
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INTERRUPT_SPELL_EVENT
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};
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enum
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{
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INACTIVE_STATE,
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CASTING_STATE,
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DELIVERY_STATE,
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LINGER_STATE,
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CLEANUP_STATE,
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DONE_STATE,
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LATE_STATE
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};
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enum {
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MARK_ACTIVATE = BIT(0),
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MARK_LAUNCH = BIT(1),
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MARK_IMPACT = BIT(2),
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MARK_SHUTDOWN = BIT(3),
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MARK_DEACTIVATE = BIT(4),
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MARK_END_CASTING = BIT(5),
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MARK_END_DELIVERY = BIT(6),
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MARK_END_LINGER = BIT(7),
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MARK_INTERRUPT_CASTING = BIT(8),
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MARK_INTERRUPT_DELIVERY = BIT(9),
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MARK_INTERRUPT_LINGER = BIT(10),
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MARK_INTERRUPT_CLEANUP = BIT(11),
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//
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MARK_ENDINGS = MARK_END_CASTING | MARK_END_DELIVERY | MARK_END_LINGER,
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MARK_INTERRUPTS = MARK_INTERRUPT_CASTING | MARK_INTERRUPT_DELIVERY | MARK_INTERRUPT_LINGER | MARK_INTERRUPT_CLEANUP
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};
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class ObjectDeleteEvent : public SimEvent
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{
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public:
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void process(SimObject *obj) { if (obj) obj->deleteObject(); }
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};
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private:
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static StringTableEntry CASTER_CONS;
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static StringTableEntry TARGET_CONS;
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static StringTableEntry MISSILE_CONS;
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static StringTableEntry CAMERA_CONS;
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static StringTableEntry LISTENER_CONS;
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static StringTableEntry IMPACT_POINT_CONS;
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static StringTableEntry IMPACTED_OBJECT_CONS;
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private:
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afxMagicSpellData* datablock;
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SimObject* exeblock;
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afxMagicMissileData* missile_db;
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ShapeBase* caster;
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SceneObject* target;
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SimObject* caster_field;
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SimObject* target_field;
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U16 caster_scope_id;
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U16 target_scope_id;
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bool target_is_shape;
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bool constraints_initialized;
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bool scoping_initialized;
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U8 spell_state;
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F32 spell_elapsed;
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afxConstraintID listener_cons_id;
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afxConstraintID caster_cons_id;
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afxConstraintID target_cons_id;
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afxConstraintID impacted_cons_id;
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afxConstraintID camera_cons_id;
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SceneObject* camera_cons_obj;
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afxPhrase* phrases[NUM_PHRASES];
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F32 tfactors[NUM_PHRASES];
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bool notify_castbar;
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F32 overall_time_factor;
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U16 marks_mask;
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private:
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void init();
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bool state_expired();
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F32 state_elapsed();
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void init_constraints();
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void init_scoping();
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void setup_casting_fx();
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void setup_launch_fx();
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void setup_delivery_fx();
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void setup_impact_fx();
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void setup_linger_fx();
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bool cleanup_over();
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bool is_caster_moving();
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bool is_caster_client(ShapeBase* caster, GameConnection* conn);
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bool is_impact_in_water(SceneObject* obj, const Point3F& p);
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protected:
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virtual bool remap_builtin_constraint(SceneObject*, const char* cons_name); // CONSTRAINT REMAPPING
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virtual void pack_constraint_info(NetConnection* conn, BitStream* stream);
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virtual void unpack_constraint_info(NetConnection* conn, BitStream* stream);
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private:
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afxMagicMissile* missile;
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bool missile_is_armed;
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SceneObject* impacted_obj;
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Point3F impact_pos;
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Point3F impact_norm;
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U16 impacted_scope_id;
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bool impacted_is_shape;
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void init_missile_s(afxMagicMissileData* mm);
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void launch_missile_s();
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void init_missile_c(afxMagicMissileData* mm);
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void launch_missile_c();
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public:
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virtual void impactNotify(const Point3F& p, const Point3F& n, SceneObject*);
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virtual void executeScriptEvent(const char* method, afxConstraint*,
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const MatrixF& pos, const char* data);
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virtual void inflictDamage(const char * label, const char* flavor, SimObjectId target,
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F32 amt, U8 count, F32 ad_amt, F32 rad, Point3F pos, F32 imp);
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public:
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/*C*/ afxMagicSpell();
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/*C*/ afxMagicSpell(ShapeBase* caster, SceneObject* target);
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/*D*/ ~afxMagicSpell();
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// STANDARD OVERLOADED METHODS //
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virtual bool onNewDataBlock(GameBaseData* dptr, bool reload);
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virtual void processTick(const Move*);
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virtual void advanceTime(F32 dt);
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virtual bool onAdd();
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virtual void onRemove();
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virtual void onDeleteNotify(SimObject*);
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virtual U32 packUpdate(NetConnection*, U32, BitStream*);
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virtual void unpackUpdate(NetConnection*, BitStream*);
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virtual void sync_with_clients();
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void finish_startup();
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static void initPersistFields();
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DECLARE_CONOBJECT(afxMagicSpell);
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DECLARE_CATEGORY("AFX");
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private:
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void process_server();
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//
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void change_state_s(U8 pending_state);
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//
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void enter_casting_state_s();
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void leave_casting_state_s();
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void enter_delivery_state_s();
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void leave_delivery_state_s();
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void enter_linger_state_s();
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void leave_linger_state_s();
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void enter_done_state_s();
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private:
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void process_client(F32 dt);
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//
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void change_state_c(U8 pending_state);
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//
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void enter_casting_state_c(F32 starttime);
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void leave_casting_state_c();
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void enter_delivery_state_c(F32 starttime);
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void leave_delivery_state_c();
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void enter_linger_state_c(F32 starttime);
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void leave_linger_state_c();
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//
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void sync_client(U16 marks, U8 state, F32 state_elapsed, F32 spell_elapsed);
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public:
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void postSpellEvent(U8 event);
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void resolveTimeFactors();
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void setTimeFactor(F32 f) { overall_time_factor = (f > 0) ? f : 1.0f; }
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F32 getTimeFactor() { return overall_time_factor; }
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void setTimeFactor(U8 phase, F32 f) { tfactors[phase] = (f > 0) ? f : 1.0f; }
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F32 getTimeFactor(U8 phase) { return tfactors[phase]; }
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ShapeBase* getCaster() const { return caster; }
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SceneObject* getTarget() const { return target; }
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afxMagicMissile* getMissile() const { return missile; }
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SceneObject* getImpactedObject() const { return impacted_obj; }
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virtual void restoreObject(SceneObject*);
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bool activationCallInit(bool postponed=false);
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void activate();
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public:
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static afxMagicSpell* cast_spell(afxMagicSpellData*, ShapeBase* caster, SceneObject* target, SimObject* extra);
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static void displayScreenMessage(ShapeBase* caster, const char* msg);
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static Point3F getShapeImpactPos(SceneObject*);
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};
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inline bool afxMagicSpell::is_caster_moving()
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{
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return (caster) ? (caster->getVelocity().len() > datablock->move_interrupt_speed) : false;
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}
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inline bool afxMagicSpell::is_caster_client(ShapeBase* caster, GameConnection* conn)
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{
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return (caster) ? (caster->getControllingClient() == conn) : false;
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}
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//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
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#endif // _AFX_MAGIC_SPELL_H_
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