Serious-Engine/Sources/EntitiesMP/ExotechLarvaBattery.es

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2016-03-11 14:57:17 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
351
%{
#include "StdH.h"
#include "ModelsMP/Enemies/ExotechLarva/Charger/WallCharger.h"
%}
uses "EntitiesMP/BloodSpray";
uses "EntitiesMP/Projectile";
class CExotechLarvaBattery : CRationalEntity {
name "ExotechLarvaBattery";
thumbnail "Thumbnails\\ExotechLarvaBattery.tbn";
features "HasName", "IsTargetable";
properties:
1 BOOL m_bActive = TRUE,
2 FLOAT m_fMaxHealth "Health" 'H' = 100.0f,
3 FLOAT m_fStretch "Stretch" 'S' = 1.0f,
4 FLOAT m_fBurnTreshold = 0.0f,
5 CEntityPointer m_penSpray, // debris spray
6 FLOAT m_tmSpraySpawned = 0.0f,
7 CTString m_strName "Name" 'N' = "ExotechLarva Wall Battery",
10 BOOL m_bCustomShading "Custom Shading" = FALSE,
11 ANGLE3D m_aShadingDirection "Light direction" 'D' = ANGLE3D( AngleDeg(45.0f),AngleDeg(45.0f),AngleDeg(45.0f)),
12 COLOR m_colLight "Light Color" = C_WHITE,
13 COLOR m_colAmbient "Ambient Light Color" = C_BLACK,
20 CSoundObject m_soSound,
components:
1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
2 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl",
5 model MODEL_BATTERY "ModelsMP\\Enemies\\ExotechLarva\\Charger\\WallCharger.mdl",
6 texture TEXTURE_BATTERY "ModelsMP\\Enemies\\ExotechLarva\\Charger\\WallCharger.tex",
7 model MODEL_BEAM "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Beam.mdl",
8 texture TEXTURE_BEAM "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Beam.tex",
10 model MODEL_PLASMA "ModelsMP\\Enemies\\ExotechLarva\\Charger\\PlasmaBeam.mdl",
11 texture TEXTURE_PLASMA "ModelsMP\\Effects\\Laser\\Laser_Red.tex",
12 model MODEL_ELECTRO "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Electricity.mdl",
13 texture TEXTURE_ELECTRO "ModelsMP\\Enemies\\ExotechLarva\\Projectile\\Projectile.tex",
50 sound SOUND_SHUTDOWN "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Sounds\\WallChargerShutdown.wav",
functions:
void Precache(void) {
CRationalEntity::Precache();
PrecacheSound( SOUND_SHUTDOWN );
PrecacheModel( MODEL_BATTERY );
PrecacheTexture( TEXTURE_BATTERY );
PrecacheModel( MODEL_PLASMA );
PrecacheTexture( TEXTURE_PLASMA );
PrecacheModel( MODEL_ELECTRO );
PrecacheTexture( TEXTURE_ELECTRO );
}
/* Adjust model shading parameters if needed. */
BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
{
if (m_bCustomShading)
{
colLight = m_colLight;
colAmbient = m_colAmbient;
AnglesToDirectionVector(m_aShadingDirection, vLightDirection);
vLightDirection = -vLightDirection;
}
return TRUE;
};
void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
{
if (GetHealth()<0.0f) {
return;
}
if((dmtType!=DMT_BURNING) && (m_tmSpraySpawned<=_pTimer->CurrentTick()-_pTimer->TickQuantum*8))
{
// spawn blood spray
CPlacement3D plSpray = CPlacement3D( vHitPoint, ANGLE3D(0, 0, 0));
m_penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
m_penSpray->SetParent(this);
ESpawnSpray eSpawnSpray;
eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
eSpawnSpray.fDamagePower = 3.0f;
eSpawnSpray.sptType = SPT_ELECTRICITY_SPARKS_NO_BLOOD;
eSpawnSpray.fSizeMultiplier = 1.0f;
eSpawnSpray.vDirection = FLOAT3D(0.0f, 1.0f, 0.0f);
eSpawnSpray.penOwner = this;
m_penSpray->Initialize( eSpawnSpray);
m_tmSpraySpawned = _pTimer->CurrentTick();
}
FLOAT fLastHealth = GetHealth();
CRationalEntity::ReceiveDamage(penInflictor, dmtType, fDamageAmmount,
vHitPoint, vDirection);
FLOAT fNewHealth = GetHealth();
if (fNewHealth<=0.66f*m_fMaxHealth && fLastHealth>0.66f*m_fMaxHealth) {
RemoveAttachment(WALLCHARGER_ATTACHMENT_LIGHT);
GetModelObject()->PlayAnim(WALLCHARGER_ANIM_DAMAGE01, AOF_SMOOTHCHANGE|AOF_NORESTART);
SpawnExplosions();
} else if (fNewHealth<=0.33*m_fMaxHealth && fLastHealth>0.33*m_fMaxHealth) {
RemoveAttachment(WALLCHARGER_ATTACHMENT_PLASMA);
GetModelObject()->PlayAnim(WALLCHARGER_ANIM_DAMAGE02, AOF_SMOOTHCHANGE|AOF_NORESTART);
SpawnExplosions();
}
};
void RenderParticles(void)
{
FLOAT fBurnStrength;
FLOAT fHealth = GetHealth();
if (fHealth<m_fBurnTreshold) {
fBurnStrength = 1.0f - fHealth/m_fBurnTreshold;
if (fBurnStrength>0.99f) { fBurnStrength=0.99f; }
Particles_Burning(this, 1.0f, fBurnStrength);
}
if (fHealth<1.0f) {
Particles_Smoke(this, FLOAT3D(0.0f, 0.0f, 0.25f)*m_fStretch, 100, 6.0f, 0.4f, 4.0f*m_fStretch, 2.5f);
}
};
void SpawnExplosions(void) {
CPlacement3D pl = GetPlacement();
ESpawnEffect eSpawnEffect;
eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
eSpawnEffect.betType = BET_CANNON;
eSpawnEffect.vStretch = FLOAT3D(m_fStretch*1.5f, m_fStretch*1.5f, m_fStretch*1.5f);
CEntityPointer penExplosion = CreateEntity(pl, CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
pl.pl_PositionVector += FLOAT3D(FRnd()*0.5f, FRnd()*0.5f, 0.0f);
penExplosion = CreateEntity(pl, CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
pl.pl_PositionVector += FLOAT3D(FRnd()*0.5f, FRnd()*0.5f, 0.0f);
penExplosion = CreateEntity(pl, CLASS_BASIC_EFFECT);
penExplosion->Initialize(eSpawnEffect);
InflictRangeDamage( this, DMT_EXPLOSION, 25.0f, GetPlacement().pl_PositionVector, 5.0f, 25.0f);
}
void AddAttachments(void) {
AddAttachmentToModel(this, *GetModelObject(), WALLCHARGER_ATTACHMENT_LIGHT, MODEL_BEAM, TEXTURE_BEAM, 0, 0, 0);
AddAttachmentToModel(this, *GetModelObject(), WALLCHARGER_ATTACHMENT_PLASMA, MODEL_PLASMA, TEXTURE_PLASMA, 0, 0, 0);
AddAttachmentToModel(this, *GetModelObject(), WALLCHARGER_ATTACHMENT_ELECTRICITY, MODEL_ELECTRO, TEXTURE_ELECTRO, 0, 0, 0);
AddAttachmentToModel(this, *GetModelObject(), WALLCHARGER_ATTACHMENT_ELECTRICITY2, MODEL_ELECTRO, TEXTURE_ELECTRO, 0, 0, 0);
}
void RemoveAttachment(INDEX iAtt) {
RemoveAttachmentFromModel(*GetModelObject(), iAtt);
}
procedures:
Destroyed()
{
m_bActive = FALSE;
RemoveAttachment(WALLCHARGER_ATTACHMENT_ELECTRICITY);
RemoveAttachment(WALLCHARGER_ATTACHMENT_ELECTRICITY2);
PlaySound(m_soSound, SOUND_SHUTDOWN, SOF_3D);
GetModelObject()->PlayAnim(WALLCHARGER_ANIM_DAMAGE03, AOF_SMOOTHCHANGE|AOF_NORESTART);
SpawnExplosions();
//wait forever
while (TRUE) {
autowait(1.0f);
}
return;
}
Main()
{
InitAsModel();
SetPhysicsFlags(EPF_MODEL_FIXED);
SetCollisionFlags(ECF_MODEL);
SetFlags(GetFlags()|ENF_ALIVE);
// set your appearance
SetModel(MODEL_BATTERY);
SetModelMainTexture(TEXTURE_BATTERY);
AddAttachments();
// set stretch factors for height and width
GetModelObject()->StretchModel(FLOAT3D(m_fStretch, m_fStretch, m_fStretch));
ModelChangeNotify();
SetHealth(m_fMaxHealth);
autowait(0.05f);
m_soSound.Set3DParameters(100.0f, 50.0f, 3.5f, 1.0f);
m_bActive = TRUE;
m_fBurnTreshold = 0.66f*m_fMaxHealth;
StartModelAnim(WALLCHARGER_ANIM_DEFAULT, 0);
wait()
{
on (EBegin) : {
resume;
}
on (EDeath eDeath) : {
jump Destroyed();
}
}
return;
}
};