Serious-Engine/Sources/EntitiesMP/Water.es

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/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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508
%{
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#include "EntitiesMP/StdH/StdH.h"
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%}
uses "EntitiesMP/Light";
enum WaterSize {
0 WTS_SMALL "", // small water
1 WTS_BIG "", // big water
2 WTS_LARGE "", // large water
};
// input parameter for water
event EWater {
CEntityPointer penLauncher, // entity which launch it
enum WaterSize EwsSize, // water size
};
%{
#define FLY_TIME 5.0f
%}
class CWater : CMovableModelEntity {
name "Water";
thumbnail "";
properties:
1 CEntityPointer m_penLauncher, // entity which launch it
2 enum WaterSize m_EwsSize = WTS_SMALL, // water size (type)
// internal -> do not use
10 FLOAT m_fDamageAmount = 0.0f, // water hit damage
11 FLOAT m_fIgnoreTime = 0.0f, // time when laucher will be ignored
12 FLOAT m_fPushAwayFactor = 0.0f, // push away on hit
{
CLightSource m_lsLightSource;
}
components:
1 class CLASS_LIGHT "Classes\\Light.ecl",
// ********* WATER *********
10 model MODEL_WATER "Models\\Enemies\\Elementals\\Projectile\\WaterDrop.mdl",
11 texture TEXTURE_WATER "Models\\Enemies\\Elementals\\WaterManFX.tex",
// ************** SPECULAR **************
210 texture TEX_SPEC_WEAK "Models\\SpecularTextures\\Weak.tex",
211 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex",
212 texture TEX_SPEC_STRONG "Models\\SpecularTextures\\Strong.tex",
functions:
/* Read from stream. */
void Read_t( CTStream *istr) // throw char *
{
CRationalEntity::Read_t(istr);
SetupLightSource();
};
/* Get static light source information. */
CLightSource *GetLightSource(void)
{
if (!IsPredictor()) {
return &m_lsLightSource;
} else {
return NULL;
}
};
// Setup light source
void SetupLightSource(void)
{
// setup light source
CLightSource lsNew;
lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DYNAMIC;
lsNew.ls_colColor = C_lBLUE;
lsNew.ls_rFallOff = 1.0f;
lsNew.ls_rHotSpot = 0.2f;
lsNew.ls_plftLensFlare = NULL;
lsNew.ls_ubPolygonalMask = 0;
lsNew.ls_paoLightAnimation = NULL;
m_lsLightSource.ls_penEntity = this;
m_lsLightSource.SetLightSource(lsNew);
};
// render particles
void RenderParticles(void) {
};
// water touch his valid target
void WaterTouch(CEntityPointer penHit) {
// direct damage
FLOAT3D vDirection;
AnglesToDirectionVector(GetPlacement().pl_OrientationAngle, vDirection);
InflictDirectDamage(penHit, m_penLauncher, DMT_PROJECTILE, m_fDamageAmount,
GetPlacement().pl_PositionVector, vDirection);
// push target away
FLOAT3D vSpeed;
GetHeadingDirection(0.0f, vSpeed);
vSpeed = vSpeed * m_fPushAwayFactor;
KickEntity(penHit, vSpeed);
};
/************************************************************
* P R O C E D U R E S *
************************************************************/
procedures:
// --->>> PROJECTILE SLIDE ON BRUSH
WaterFly(EVoid) {
// fly loop
wait(FLY_TIME) {
on (EBegin) : { resume; }
on (EPass epass) : {
BOOL bHit;
// ignore launcher within 1 second
bHit = epass.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime;
// ignore water
bHit &= !(IsOfClass(epass.penOther, "Water"));
if (bHit) {
WaterTouch(epass.penOther);
stop;
}
resume;
}
on (ETouch etouch) : {
// clear time limit for launcher
m_fIgnoreTime = 0.0f;
// ignore brushes
BOOL bHit;
bHit = !(etouch.penOther->GetRenderType() & RT_BRUSH);
// ignore another projectile of same type
bHit &= !(IsOfClass(etouch.penOther, "Water"));
if (bHit) {
WaterTouch(etouch.penOther);
stop;
}
// water is moving to slow (stuck somewhere) -> kill it
if (en_vCurrentTranslationAbsolute.Length() < 0.25f*en_vDesiredTranslationRelative.Length()) {
stop;
}
resume;
}
on (EDeath) : { stop; }
on (ETimer) : { stop; }
}
return EEnd();
};
// --->>> MAIN
Main(EWater ew) {
// remember the initial parameters
ASSERT(ew.penLauncher!=NULL);
m_penLauncher = ew.penLauncher;
m_EwsSize = ew.EwsSize;
// initialization
InitAsModel();
SetPhysicsFlags(EPF_ONBLOCK_SLIDE|EPF_PUSHABLE|EPF_MOVABLE);
SetCollisionFlags(ECF_PROJECTILE_MAGIC);
SetComponents(this, *GetModelObject(), MODEL_WATER, TEXTURE_WATER, 0, TEX_SPEC_STRONG, 0);
// setup
switch(m_EwsSize) {
case WTS_SMALL:
m_fDamageAmount = 10.0f;
m_fPushAwayFactor = 10.0f;
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
break;
case WTS_BIG:
m_fDamageAmount = 20.0f;
m_fPushAwayFactor = 20.0f;
GetModelObject()->StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f));
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -50.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
break;
case WTS_LARGE:
m_fDamageAmount = 40.0f;
m_fPushAwayFactor = 40.0f;
GetModelObject()->StretchModel(FLOAT3D(16.0f, 16.0f, 16.0f));
LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -80.0f), (CMovableEntity*)(CEntity*)m_penLauncher);
break;
}
ModelChangeNotify();
// setup light source
SetupLightSource();
// remember lauching time
m_fIgnoreTime = _pTimer->CurrentTick() + 1.0f;
// fly
autocall WaterFly() EEnd;
// cease to exist
Destroy();
return;
}
};