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UnrealI.BigRock


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//=============================================================================
// BigRock.
//=============================================================================
class BigRock extends Projectile;

#exec MESH IMPORT MESH=TBoulder ANIVFILE=..\UnrealShare\MODELS\rock_a.3D DATAFILE=..\UnrealShare\MODELS\rock_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=TBoulder X=0 Y=0 Z=0 YAW=64

#exec MESH SEQUENCE MESH=TBoulder SEQ=All  STARTFRAME=0  NUMFRAMES=4
#exec MESH SEQUENCE MESH=TBoulder SEQ=Pos1  STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=TBoulder SEQ=Pos2  STARTFRAME=1   NUMFRAMES=1
#exec MESH SEQUENCE MESH=TBoulder SEQ=Pos3  STARTFRAME=2   NUMFRAMES=1
#exec MESH SEQUENCE MESH=TBoulder SEQ=Pos4  STARTFRAME=3   NUMFRAMES=1

#exec TEXTURE IMPORT NAME=JBoulder1 FILE=..\UnrealShare\MODELS\rock.PCX GROUP=Skins
#exec MESHMAP SCALE MESHMAP=TBoulder X=0.01 Y=0.01 Z=0.02
#exec MESHMAP SETTEXTURE MESHMAP=TBoulder NUM=1 TEXTURE=JBoulder1

#exec AUDIO IMPORT FILE="Sounds\Titan\Rockhit1.wav" NAME="Rockhit" GROUP="Titan"

function PostBeginPlay()
{
    local float decision;

    Super.PostBeginPlay();
    Velocity = Vector(Rotation) * (0.8 + (0.3 * FRand())) * speed;
    DesiredRotation.Pitch = Rotation.Pitch + Rand(2000) - 1000;
    DesiredRotation.Roll = Rotation.Roll + Rand(2000) - 1000;
    DesiredRotation.Yaw = Rotation.Yaw + Rand(2000) - 1000; 
    decision = FRand();
    if (decision<0.25) 
        PlayAnim('Pos2', 1.0, 0.0);
    else if (decision<0.5) 
        PlayAnim('Pos3', 1.0, 0.0);
    else if (decision <0.75) 
        PlayAnim('Pos4', 1.0, 0.0);
    if (FRand() < 0.5)
        RotationRate.Pitch = Rand(180000);
    if ( (RotationRate.Pitch == 0) || (FRand() < 0.8) )
        RotationRate.Roll = Max(0, 50000 + Rand(200000) - RotationRate.Pitch);
}

function TakeDamage( int NDamage, Pawn instigatedBy, 
                Vector hitlocation, Vector momentum, name damageType) {

    // If a rock is shot, it will fragment into a number of smaller
    // pieces.  The player can fragment a giant boulder which would
    // otherwise crush him/her, and escape with minor or no wounds
    // when a multitude of smaller rocks hit.
    
    //log ("Rock gets hit by something...");
    Velocity += Momentum/(DrawScale * 10);
    if (Physics == PHYS_None )
    {
        SetPhysics(PHYS_Falling);
        Velocity.Z += 0.4 * VSize(momentum);
    }
    SpawnChunks(4);
}

function SpawnChunks(int num)
{
    local int    NumChunks,i;
    local BigRock   TempRock;
    local float scale;

    if ( DrawScale < 1 + FRand() )
        return;

    NumChunks = 1+Rand(num);
    scale = sqrt(0.52/NumChunks);
    if ( scale * DrawScale < 1 )
    {
        NumChunks *= scale * DrawScale;
        scale = 1/DrawScale;
    }
    speed = VSize(Velocity);
    for (i=0; i<NumChunks; i++) 
    {
        TempRock = Spawn(class'BigRock');
        if (TempRock != None )
            TempRock.InitFrag(self, scale);
    }
    InitFrag(self, 0.5);
}

function InitFrag(BigRock myParent, float scale)
{
    local rotator newRot;

    // Pick a random size for the chunks
    RotationRate = RotRand();
    scale *= (0.5 + FRand());
    DrawScale = scale * myParent.DrawScale;
    if ( DrawScale <= 2 )
        SetCollisionSize(0,0);
    else
        SetCollisionSize(CollisionRadius * DrawScale/Default.DrawScale, CollisionHeight * DrawScale/Default.DrawScale);

    Velocity = Normal(VRand() + myParent.Velocity/myParent.speed) 
                * (myParent.speed * (0.4 + 0.3 * (FRand() + FRand())));
}   

auto state Flying
{
    function ProcessTouch (Actor Other, Vector HitLocation)
    {
        local int hitdamage;

        if ( Other == instigator )
            return;
        PlaySound(ImpactSound, SLOT_Interact, DrawScale/10);    

        if ( !Other.IsA('BigRock') && !Other.IsA('Titan') )
        {
            Hitdamage = Damage * 0.00002 * (DrawScale**3) * speed;
            if ( (HitDamage > 6) && (speed > 150) )
                Other.TakeDamage(hitdamage, instigator,HitLocation,
                    (35000.0 * Normal(Velocity)), 'crushed' );
        }
    }
    
    simulated function Landed(vector HitNormal)
    {
        HitWall(HitNormal, None);
    }

    function MakeSound()
    {
        local float soundRad;

        if ( Drawscale > 2.0 )
            soundRad = 500 * DrawScale;
        else
            soundRad = 100;
        PlaySound(ImpactSound, SLOT_Misc, DrawScale/8,,soundRad);   
    }

    simulated function HitWall (vector HitNormal, actor Wall)
    {
        local vector RealHitNormal;

        if ( (Role == ROLE_Authority) && (Mover(Wall) != None) && Mover(Wall).bDamageTriggered )
            Wall.TakeDamage( Damage, instigator, Location, MomentumTransfer * Normal(Velocity), '');
        speed = VSize(velocity);
        MakeSound();
        if ( (HitNormal.Z > 0.8) && (speed < 60 - DrawScale) )
        {
            SetPhysics(PHYS_None);
            GotoState('Sitting');   
        }
        else
        {           
            SetPhysics(PHYS_Falling);
            RealHitNormal = HitNormal;
            if ( FRand() < 0.5 )
                RotationRate.Pitch = Max(RotationRate.Pitch, 100000);
            else
                RotationRate.Roll = Max(RotationRate.Roll, 100000);
            HitNormal = Normal(HitNormal + 0.5 * VRand()); 
            if ( (RealHitNormal Dot HitNormal) < 0 )
                HitNormal.Z *= -0.7;
            Velocity = 0.7 * (Velocity - 2 * HitNormal * (Velocity Dot HitNormal));
            DesiredRotation = rotator(HitNormal);
            if ( (speed > 150) && (FRand() * 30 < DrawScale) )
                SpawnChunks(4);
        }
    }

Begin:
    Sleep(5.0);
    SetPhysics(PHYS_Falling);
}

State Sitting
{
Begin:
    SetPhysics(PHYS_None);
    Sleep(DrawScale * 0.5);
    Destroy();
}

defaultproperties
{
     speed=900.000000
     MaxSpeed=1000.000000
     Damage=40.000000
     ImpactSound=Sound'UnrealI.Titan.Rockhit'
     bNetTemporary=False
     Physics=PHYS_Falling
     RemoteRole=ROLE_SimulatedProxy
     LifeSpan=20.000000
     AnimSequence=Pos1
     Mesh=LodMesh'UnrealI.TBoulder'
     DrawScale=7.500000
     CollisionRadius=30.000000
     CollisionHeight=30.000000
     bBounce=True
     bFixedRotationDir=True
}

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Class file time: za 22-4-2006 12:48:02.000 - Creation time: za 22-4-2006 12:49:35.984 - Created with UnCodeX