mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-30 05:35:54 +01:00
605 lines
19 KiB
C++
605 lines
19 KiB
C++
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506
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%{
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#include "Entities/StdH/StdH.h"
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#include "Models/Weapons/Cannon/Projectile/CannonBall.h"
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#include "Entities/MovingBrush.h"
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#include "Entities/DestroyableArchitecture.h"
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%}
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uses "Entities/BasicEffects";
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uses "Entities/Light";
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uses "Entities/PlayerWeapons";
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uses "Entities/EnemyBase";
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enum CannonBallType {
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0 CBT_IRON "",
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1 CBT_NUKE "",
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};
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// input parameter for launching the projectile
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event ELaunchCannonBall {
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CEntityPointer penLauncher, // who launched it
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enum CannonBallType cbtType, // type of cannon ball
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FLOAT fLaunchPower, // how fast will cannon be lounched
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};
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event EForceExplode {
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};
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%{
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// projectile solid
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#define ECF_CANNON_BALL ( \
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((ECBI_MODEL|ECBI_BRUSH|ECBI_PROJECTILE_SOLID|ECBI_CORPSE|ECBI_MODEL_HOLDER|ECBI_MODEL_HOLDER)<<ECB_TEST) |\
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((ECBI_PROJECTILE_SOLID)<<ECB_IS) |\
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((ECBI_MODEL|ECBI_MODEL_HOLDER|ECBI_CORPSE)<<ECB_PASS) )
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#define IRON_LIFE_TIME 10.0f
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#define NUKE_LIFE_TIME 5.0f
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#define CANNONBALL_STRETCH 3.0f
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// damages
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#define IRON_DAMAGE_MIN 400.0f
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#define IRON_DAMAGE_MAX 750.0f
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#define IRON_RANGE_DAMAGE (25.0f/4) // because we have 4 explosions //50
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#define IRON_RANGE_HOTSPOT 2.0f //2
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#define IRON_RANGE_FALLOFF 16.0f //8
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#define NUKE_DAMAGE_MIN 600.0f
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#define NUKE_DAMAGE_MAX 800.0f
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#define NUKE_RANGE_DAMAGE (1000.0f/13) // because we have 13 explosions
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#define NUKE_RANGE_HOTSPOT 15.0f
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#define NUKE_RANGE_FALLOFF 50.0f
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#define SOUND_RANGE 250.0f
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#define STRETCH_0 FLOAT3D(0.0f,0.0f,0.0f)
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#define STRETCH_1 FLOAT3D(1.0f,1.0f,1.0f)
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#define STRETCH_2 FLOAT3D(2.0f,2.0f,2.0f)
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#define STRETCH_3 FLOAT3D(3.0f,3.0f,3.0f)
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#define STRETCH_4 FLOAT3D(4.0f,4.0f,4.0f)
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#define STRETCH_6 FLOAT3D(6.0f,6.0f,6.0f)
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#define STRETCH_8 FLOAT3D(8.0f,8.0f,8.0f)
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#define STRETCH_10 FLOAT3D(10.0f,10.0f,10.0f)
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void CCannonBall_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
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{
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNON);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNONEXPLOSIONSTAIN);
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pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNONSHOCKWAVE);
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pdec->PrecacheModel(MODEL_BALL);
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pdec->PrecacheTexture(TEXTURE_IRON_BALL);
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pdec->PrecacheTexture(TEXTURE_NUKE_BALL);
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pdec->PrecacheTexture(TEX_REFL_BWRIPLES01);
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pdec->PrecacheTexture(TEX_SPEC_MEDIUM);
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pdec->PrecacheSound(SOUND_BALL_BOUNCE);
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}
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%}
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class export CCannonBall : CMovableModelEntity {
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name "Cannon ball";
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thumbnail "";
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features "ImplementsOnPrecache";
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properties:
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1 CEntityPointer m_penLauncher, // who lanuched it
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2 FLOAT m_fLaunchPower = 0.0f, // how fast will cannon be launched
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10 FLOAT m_fIgnoreTime = 0.0f, // time when laucher will be ignored
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11 FLOAT m_fStartTime = 0.0f, // start time when launched
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12 INDEX m_iNextChannel = 0, // next channel to play sound on
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13 BOOL m_bSelfExploded = FALSE, // if cannonball exploded because of time, not because of impact
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// sound channels for bouncing sound
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20 CSoundObject m_soBounce0,
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21 CSoundObject m_soBounce1,
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22 CSoundObject m_soBounce2,
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23 CSoundObject m_soBounce3,
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24 CSoundObject m_soBounce4,
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30 enum CannonBallType m_cbtType = CBT_IRON,
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40 FLOAT m_tmInvisibility = 0.0f, // don't render before given time
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41 FLOAT m_tmExpandBox = 0.0f, // expand collision after a few seconds
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42 FLOAT m_tmForceExplode = 0.0f, // force explosion at given moment
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/*
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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_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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2 class CLASS_LIGHT "Classes\\Light.ecl",
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// ********* PLAYER ROCKET *********
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10 model MODEL_BALL "Models\\Weapons\\Cannon\\Projectile\\CannonBall.mdl",
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11 texture TEXTURE_NUKE_BALL "Models\\Weapons\\Cannon\\Projectile\\NukeBall.tex",
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13 texture TEXTURE_IRON_BALL "Models\\Weapons\\Cannon\\Projectile\\IronBall.tex",
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12 sound SOUND_BALL_BOUNCE "Models\\Weapons\\Cannon\\Sounds\\Bounce.wav",
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200 texture TEX_REFL_BWRIPLES01 "Models\\ReflectionTextures\\BWRiples01.tex",
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211 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex",
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functions:
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// premoving
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void PreMoving(void) {
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if (m_tmExpandBox>0) {
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if (_pTimer->CurrentTick()>m_fStartTime+m_tmExpandBox) {
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ChangeCollisionBoxIndexWhenPossible(1);
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m_tmExpandBox = 0;
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}
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}
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CMovableModelEntity::PreMoving();
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}
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void PostMoving(void)
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{
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CMovableModelEntity::PostMoving();
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if (en_vCurrentTranslationAbsolute.Length()<1.0f || // if very slow, allmost standing
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_pTimer->CurrentTick()>=m_tmForceExplode || // if forced explosion
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(GetCollisionBoxIndex()==0 && // if unable to change collision box for some time
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(_pTimer->CurrentTick()>m_fStartTime+m_tmExpandBox+0.5f)))
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{
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SendEvent(EForceExplode());
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}
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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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// setup light source
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// SetupLightSource();
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}
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/* Get static light source information. */
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/*
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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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*/
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BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
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{
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// if time now is inside invisibility time, don't render model
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CModelObject *pmo = GetModelObject();
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if ( (pmo != NULL) && (_pTimer->GetLerpedCurrentTick() < (m_fStartTime+m_tmInvisibility) ) )
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{
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// make it invisible
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pmo->mo_colBlendColor = 0;
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}
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else
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{
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// make it visible
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pmo->mo_colBlendColor = C_WHITE|CT_OPAQUE;
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}
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return CEntity::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
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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_DARKLIGHT|LSF_DYNAMIC;
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lsNew.ls_rHotSpot = 0.0f;
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lsNew.ls_colColor = RGBToColor(128, 128, 128);
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lsNew.ls_rFallOff = 5.0f;
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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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// render particles
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void RenderParticles(void) {
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// no particles when not existing
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if (GetRenderType()!=CEntity::RT_MODEL) {
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return;
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}
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FLOAT fSpeedRatio = Min( en_vCurrentTranslationAbsolute.Length()/140.0f, 1.0f);
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INDEX ctFireParticles = INDEX( (Max( fSpeedRatio-0.5f, 0.0f)*2.0f)*128);
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//CPrintF("fSpeedRatio=%g, ctFireParticles=%d\n", fSpeedRatio, ctFireParticles);
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if( _pTimer->GetLerpedCurrentTick()-m_fStartTime>0.075)
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{
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Particles_BeastBigProjectileTrail( this, 2.0f, 1.0f, 0.75f, ctFireParticles);
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}
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}
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void Initialize(void) {
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// set appearance
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InitAsModel();
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SetPhysicsFlags(EPF_MODEL_BOUNCING);
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SetCollisionFlags(ECF_CANNON_BALL);
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SetModel(MODEL_BALL);
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if( m_cbtType == CBT_IRON)
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{
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SetModelMainTexture(TEXTURE_IRON_BALL);
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}
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else
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{
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SetModelMainTexture(TEXTURE_NUKE_BALL);
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}
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// stretch it
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GetModelObject()->StretchModel(FLOAT3D(CANNONBALL_STRETCH, CANNONBALL_STRETCH, CANNONBALL_STRETCH));
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ModelChangeNotify();
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// reflection texture data
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GetModelObject()->mo_toReflection.SetData(GetTextureDataForComponent(TEX_REFL_BWRIPLES01));
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// specular texture data
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GetModelObject()->mo_toSpecular.SetData(GetTextureDataForComponent(TEX_SPEC_MEDIUM));
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// start moving
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LaunchAsFreeProjectile(FLOAT3D(0.0f, 0.0f, -m_fLaunchPower), (CMovableEntity*)(CEntity*)m_penLauncher);
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en_fBounceDampNormal = 0.5f;
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en_fBounceDampParallel = 0.75f;
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en_fAcceleration = 0.0f;
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en_fDeceleration = 5.0f;
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en_fCollisionSpeedLimit = 40.0f;
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en_fCollisionDamageFactor = 10.0f;
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SetHealth(50000.0f);
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GetModelObject()->PlayAnim(CANNONBALL_ANIM_FIRESLOW, 0);
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};
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FLOAT CalculateDamageToInflict(void)
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{
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FLOAT fMaxDamage = IRON_DAMAGE_MAX;
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if(m_cbtType == CBT_NUKE)
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{
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fMaxDamage = IRON_DAMAGE_MAX;
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}
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// speed can range from
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FLOAT fSpeedRatio = en_vCurrentTranslationAbsolute.Length()/140.0f;
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// apply damage to range from 0 to damage max
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FLOAT fApplyDamage = Clamp( fSpeedRatio*fMaxDamage, 0.0f, fMaxDamage);
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return fApplyDamage;
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}
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void Explosion(FLOAT3D vCenter,
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const FLOAT3D &vStretchExplosion,
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const FLOAT3D &vStretchShockwave,
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const FLOAT3D &vStretchStain,
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BOOL bHasExplosion,
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BOOL bHasShockWave,
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BOOL bHasStain,
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BOOL bHasLight)
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{
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ESpawnEffect ese;
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FLOAT3D vOnPlane;
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FLOATplane3D vPlaneNormal;
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FLOAT fDistanceToEdge;
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// explosion
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if( bHasExplosion)
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{
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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if( bHasLight)
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{
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ese.betType = BET_CANNON;
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}
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else
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{
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ese.betType = BET_CANNON_NOLIGHT;
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}
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ese.vStretch = vStretchExplosion;
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CPlacement3D plHandle = GetPlacement();
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plHandle.pl_PositionVector+=vCenter;
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SpawnEffect(plHandle, ese);
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// spawn sound event in range
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if( IsDerivedFromClass( m_penLauncher, "Player")) {
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SpawnRangeSound( m_penLauncher, this, SNDT_PLAYER, 100.0f);
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}
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}
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// on plane
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if (GetNearestPolygon(vOnPlane, vPlaneNormal, fDistanceToEdge)) {
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if ((vOnPlane-GetPlacement().pl_PositionVector).Length() < 3.5f) {
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if( bHasStain)
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{
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// wall stain
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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ese.betType = BET_CANNONEXPLOSIONSTAIN;
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ese.vNormal = FLOAT3D(vPlaneNormal);
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ese.vStretch = vStretchShockwave;
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SpawnEffect(CPlacement3D(vOnPlane, ANGLE3D(0, 0, 0)), ese);
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}
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if( bHasShockWave)
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{
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// shock wave horizontal
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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ese.betType = BET_CANNONSHOCKWAVE;
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ese.vNormal = FLOAT3D(vPlaneNormal);
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ese.vStretch = vStretchShockwave;
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SpawnEffect(CPlacement3D(vOnPlane, ANGLE3D(0, 0, 0)), ese);
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}
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// shock wave vertical
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/*
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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ese.betType = BET_CANNONSHOCKWAVE;
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ese.vNormal = FLOAT3D(vPlaneNormal);
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ese.vStretch = vStretchShockwave;
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SpawnEffect(CPlacement3D(vOnPlane, ANGLE3D(0, 0.0f, 0)), ese);
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*/
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// second explosion on plane
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/*
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ese.colMuliplier = C_WHITE|CT_OPAQUE;
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ese.betType = BET_CANNON_PLANE;
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ese.vNormal = FLOAT3D(vPlaneNormal);
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ese.vStretch = vStretchExplosion;
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SpawnEffect(CPlacement3D(vOnPlane+ese.vNormal/50.0f, ANGLE3D(0, 0, 0)), ese);
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*/
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}
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}
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RangeDamage();
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};
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/************************************************************
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* C O M M O N F U N C T I O N S *
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************************************************************/
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// ball touch his valid target
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BOOL BallTouchExplode(CEntityPointer penHit)
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{
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FLOAT fApplyDamage = CalculateDamageToInflict();
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// obtain touched entity health
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FLOAT fHealth = 100;
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BOOL bForceCannonballToExplode = FALSE;
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if (penHit->GetPhysicsFlags()&EPF_MOVABLE) {
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fHealth = ((CMovableEntity&)*penHit).GetHealth();
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if( IsDerivedFromClass(penHit, "Enemy Base"))
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{
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bForceCannonballToExplode = ((CEnemyBase&)*penHit).ForcesCannonballToExplode();
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}
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} else {
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if (IsOfClass(penHit, "ModelHolder2")) {
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fHealth = ((CLiveEntity&)*penHit).GetHealth();
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} else {
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return FALSE;
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}
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}
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if (IsOfClass(penHit, "Player")) {
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fHealth += ((CPlayer&)*penHit).m_fArmor * 2.0f;
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}
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// inflict direct damage to kill hitted entity
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FLOAT3D vDirection = en_vCurrentTranslationAbsolute;
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vDirection.Normalize();
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// CPrintF( "Applied damage %g\n", fApplyDamage);
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InflictDirectDamage(penHit, m_penLauncher, DMT_CANNONBALL, fApplyDamage,
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GetPlacement().pl_PositionVector, vDirection);
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return(fApplyDamage <= fHealth || bForceCannonballToExplode);
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};
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// infilict range damage by cannonball
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void RangeDamage(void)
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{
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if(m_cbtType == CBT_IRON)
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{
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InflictRangeDamage(m_penLauncher, DMT_CANNONBALL_EXPLOSION, IRON_RANGE_DAMAGE,
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GetPlacement().pl_PositionVector, IRON_RANGE_HOTSPOT, IRON_RANGE_FALLOFF);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// nuclear explosion ...
|
||
|
InflictRangeDamage(m_penLauncher, DMT_CANNONBALL_EXPLOSION, NUKE_RANGE_DAMAGE,
|
||
|
GetPlacement().pl_PositionVector, NUKE_RANGE_HOTSPOT, NUKE_RANGE_FALLOFF);
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
// spawn effect
|
||
|
void SpawnEffect(const CPlacement3D &plEffect, const ESpawnEffect &eSpawnEffect) {
|
||
|
CEntityPointer penEffect = CreateEntity(plEffect, CLASS_BASIC_EFFECT);
|
||
|
penEffect->Initialize(eSpawnEffect);
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* S O U N D S *
|
||
|
************************************************************/
|
||
|
void BounceSound(FLOAT fSpeed) {
|
||
|
FLOAT fVolume = Clamp(fSpeed/6.0f, 0.0f, 1.0f);
|
||
|
if (fVolume<0.1f) {
|
||
|
return;
|
||
|
}
|
||
|
CSoundObject &so = (&m_soBounce0)[m_iNextChannel];
|
||
|
m_iNextChannel = (m_iNextChannel+1)%5;
|
||
|
so.Set3DParameters(70.0f, 10.0f, fVolume, 1.0f);
|
||
|
PlaySound(so, SOUND_BALL_BOUNCE, SOF_3D);
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* P R O C E D U R E S *
|
||
|
************************************************************/
|
||
|
procedures:
|
||
|
Bounce(EVoid) {
|
||
|
// if already inside some entity
|
||
|
CEntity *penObstacle;
|
||
|
if (CheckForCollisionNow(0, &penObstacle)) {
|
||
|
// explode now
|
||
|
return EEnd();
|
||
|
}
|
||
|
|
||
|
FLOAT fWaitTime = IRON_LIFE_TIME;
|
||
|
// if this is nuke ball
|
||
|
if(m_cbtType == CBT_NUKE)
|
||
|
{
|
||
|
fWaitTime = NUKE_LIFE_TIME;
|
||
|
}
|
||
|
// bounce loop
|
||
|
wait(fWaitTime) {
|
||
|
on (EBegin) : { resume; }
|
||
|
on (EPass epass) : {
|
||
|
BOOL bHit;
|
||
|
// ignore launcher within 1 second
|
||
|
bHit = epass.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime;
|
||
|
// ignore twister
|
||
|
bHit &= !IsOfClass(epass.penOther, "Twister");
|
||
|
|
||
|
if (bHit)
|
||
|
{
|
||
|
if (BallTouchExplode(epass.penOther)) { stop; }
|
||
|
}
|
||
|
resume;
|
||
|
}
|
||
|
on (ETouch etouch) : {
|
||
|
// explode if touched another cannon ball
|
||
|
if( IsOfClass(etouch.penOther, "Cannon ball"))
|
||
|
{
|
||
|
stop;
|
||
|
}
|
||
|
if( IsOfClass(etouch.penOther, "Moving Brush"))
|
||
|
{
|
||
|
CMovingBrush &br = (CMovingBrush &) *etouch.penOther;
|
||
|
if( br.m_fHealth>0)
|
||
|
{
|
||
|
FLOAT3D vDirection = en_vCurrentTranslationAbsolute;
|
||
|
vDirection.Normalize();
|
||
|
InflictDirectDamage(etouch.penOther, m_penLauncher, DMT_CANNONBALL, CalculateDamageToInflict(),
|
||
|
GetPlacement().pl_PositionVector, vDirection);
|
||
|
m_bSelfExploded = FALSE;
|
||
|
stop;
|
||
|
}
|
||
|
}
|
||
|
if( IsOfClass(etouch.penOther, "DestroyableArchitecture"))
|
||
|
{
|
||
|
CDestroyableArchitecture &br = (CDestroyableArchitecture &) *etouch.penOther;
|
||
|
if( br.m_fHealth>0)
|
||
|
{
|
||
|
FLOAT3D vDirection = en_vCurrentTranslationAbsolute;
|
||
|
vDirection.Normalize();
|
||
|
InflictDirectDamage(etouch.penOther, m_penLauncher, DMT_CANNONBALL, CalculateDamageToInflict(),
|
||
|
GetPlacement().pl_PositionVector, vDirection);
|
||
|
m_bSelfExploded = FALSE;
|
||
|
stop;
|
||
|
}
|
||
|
}
|
||
|
// clear time limit for launcher
|
||
|
//m_fIgnoreTime = 0.0f;
|
||
|
BounceSound(((FLOAT3D&)etouch.plCollision) % en_vCurrentTranslationAbsolute);
|
||
|
resume;
|
||
|
}
|
||
|
on (EForceExplode) : { stop; }
|
||
|
on (EDeath) : { stop; }
|
||
|
on (ETimer) : { stop; }
|
||
|
}
|
||
|
m_bSelfExploded = TRUE;
|
||
|
return EEnd();
|
||
|
};
|
||
|
|
||
|
// --->>> MAIN
|
||
|
Main(ELaunchCannonBall eLaunch) {
|
||
|
// remember the initial parameters
|
||
|
ASSERT(eLaunch.penLauncher!=NULL);
|
||
|
m_penLauncher = eLaunch.penLauncher;
|
||
|
m_fLaunchPower = eLaunch.fLaunchPower;
|
||
|
m_cbtType = eLaunch.cbtType;
|
||
|
m_tmInvisibility = 0.05f;
|
||
|
m_bSelfExploded = FALSE;
|
||
|
m_tmExpandBox = 0.0001f;
|
||
|
// setup time for forced expolding
|
||
|
m_tmForceExplode=_pTimer->CurrentTick()+30.0f;
|
||
|
|
||
|
// initialization
|
||
|
Initialize();
|
||
|
|
||
|
SendEvent(EReturn());
|
||
|
wait() {
|
||
|
on (EBegin) : { resume;}
|
||
|
on (EReturn) : { stop;}
|
||
|
}
|
||
|
|
||
|
// cast ray to check possible collision
|
||
|
FLOAT tmCastCoverPath = _pTimer->TickQuantum*1.5f;
|
||
|
CCastRay crRay(m_penLauncher, GetPlacement(), m_fLaunchPower*tmCastCoverPath);
|
||
|
crRay.cr_bHitTranslucentPortals = FALSE;
|
||
|
crRay.cr_fTestR = 0.75f/2.0f*CANNONBALL_STRETCH;
|
||
|
crRay.cr_ttHitModels = CCastRay::TT_COLLISIONBOX;
|
||
|
GetWorld()->CastRay(crRay);
|
||
|
|
||
|
// can't hurt player time
|
||
|
m_fIgnoreTime = _pTimer->CurrentTick() + 0.1f;
|
||
|
|
||
|
// bounce
|
||
|
m_fStartTime = _pTimer->CurrentTick();
|
||
|
|
||
|
if (crRay.cr_penHit!=NULL && crRay.cr_penHit->GetRenderType()==RT_MODEL)
|
||
|
{
|
||
|
if (BallTouchExplode(crRay.cr_penHit))
|
||
|
{
|
||
|
m_tmForceExplode = _pTimer->CurrentTick()+tmCastCoverPath;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
autocall Bounce() EEnd;
|
||
|
|
||
|
// dissapear
|
||
|
SwitchToEditorModel();
|
||
|
// stop in place
|
||
|
ForceFullStop();
|
||
|
|
||
|
// sound event
|
||
|
ESound eSound;
|
||
|
eSound.EsndtSound = SNDT_EXPLOSION;
|
||
|
eSound.penTarget = m_penLauncher;
|
||
|
SendEventInRange(eSound, FLOATaabbox3D(GetPlacement().pl_PositionVector, SOUND_RANGE));
|
||
|
|
||
|
if(m_cbtType == CBT_IRON)
|
||
|
{
|
||
|
// Explosion( FLOAT3D(0.0f,0.0f,0.0f), STRETCH_3, STRETCH_3, STRETCH_3, TRUE, TRUE, TRUE, TRUE);
|
||
|
// autowait(0.15f);
|
||
|
Explosion( FLOAT3D(0.0f,0.0f,0.0f), STRETCH_3, STRETCH_3, STRETCH_4, TRUE, TRUE, TRUE, TRUE);
|
||
|
Explosion( FLOAT3D(1.0f,1.5f,1.5f), STRETCH_3, STRETCH_3, STRETCH_4, TRUE, FALSE, FALSE, FALSE);
|
||
|
Explosion( FLOAT3D(-2.0f,1.0f,-1.5f), STRETCH_3, STRETCH_3, STRETCH_4, TRUE, FALSE, FALSE, FALSE);
|
||
|
Explosion( FLOAT3D(-1.0f,0.5f,1.0f), STRETCH_4, STRETCH_4, STRETCH_4, TRUE, FALSE, FALSE, FALSE);
|
||
|
}
|
||
|
else if( m_cbtType == CBT_NUKE)
|
||
|
{
|
||
|
Explosion( FLOAT3D(0.0f,0.0f,0.0f), STRETCH_6, STRETCH_6, STRETCH_10, TRUE, TRUE, TRUE, TRUE);
|
||
|
autowait(0.15f);
|
||
|
Explosion( FLOAT3D(4.0f,5.0f,5.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
|
||
|
autowait(0.2f);
|
||
|
Explosion( FLOAT3D(-5.0f,3.0f,-4.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
|
||
|
autowait(0.15f);
|
||
|
Explosion( FLOAT3D(-3.0f,2.0f,3.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
|
||
|
autowait(0.15f);
|
||
|
Explosion( FLOAT3D(2.0f,1.0f,4.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, TRUE, FALSE, FALSE);
|
||
|
autowait(0.2f);
|
||
|
Explosion( FLOAT3D(-2.0f,5.0f,-4.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
|
||
|
autowait(0.18f);
|
||
|
Explosion( FLOAT3D(-3.0f,2.0f,2.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
|
||
|
autowait(0.25f);
|
||
|
Explosion( FLOAT3D(0.0f,4.0f,-1.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
|
||
|
autowait(0.15f);
|
||
|
Explosion( FLOAT3D(2.0f,0.0f,-3.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, TRUE, FALSE, FALSE);
|
||
|
autowait(0.25f);
|
||
|
Explosion( FLOAT3D(-1.0f,2.0f,0.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
|
||
|
autowait(0.125f);
|
||
|
Explosion( FLOAT3D(3.0f,1.0f,1.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
|
||
|
autowait(0.1f);
|
||
|
Explosion( FLOAT3D(3.0f,2.0f,2.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, FALSE, FALSE, FALSE);
|
||
|
autowait(0.125f);
|
||
|
Explosion( FLOAT3D(3.0f,2.0f,2.0f), STRETCH_4, STRETCH_6, STRETCH_10, TRUE, TRUE, FALSE, FALSE);
|
||
|
}
|
||
|
|
||
|
// cease to exist
|
||
|
Destroy();
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
};
|