Serious-Engine/Sources/EntitiesMP/ArmorItem.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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804
%{
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#include "EntitiesMP/StdH/StdH.h"
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#include "Models/Items/ItemHolder/ItemHolder.h"
%}
uses "EntitiesMP/Item";
// health type
enum ArmorItemType {
0 ARIT_SHARD "Shard", // shard
1 ARIT_SMALL "Small", // small armor
2 ARIT_MEDIUM "Medium", // medium armor
3 ARIT_STRONG "Strong", // strong armor
4 ARIT_SUPER "Super", // super armor
5 ARIT_HELM "Helm", // helm
};
// event for sending through receive item
event EArmor {
FLOAT fArmor, // armor to receive
BOOL bOverTopArmor, // can be received over top armor
};
class CArmorItem : CItem {
name "Armor Item";
thumbnail "Thumbnails\\ArmorItem.tbn";
properties:
1 enum ArmorItemType m_EaitType "Type" 'Y' = ARIT_SHARD, // armor type
2 BOOL m_bOverTopArmor = FALSE, // can be received over top armor
3 INDEX m_iSoundComponent = 0,
components:
0 class CLASS_BASE "Classes\\Item.ecl",
// ********* SHARD *********
1 model MODEL_1 "Models\\Items\\Armor\\Armor_1.mdl",
2 texture TEXTURE_1 "Models\\Items\\Armor\\Armor_1.tex",
// ********* SMALL ARMOR *********
10 model MODEL_25 "Models\\Items\\Armor\\Armor_25.mdl",
11 texture TEXTURE_25 "Models\\Items\\Armor\\Armor_25.tex",
// ********* MEDIUM ARMOR *********
20 model MODEL_50 "Models\\Items\\Armor\\Armor_50.mdl",
21 texture TEXTURE_50 "Models\\Items\\Armor\\Armor_50.tex",
// ********* STRONG ARMOR *********
22 model MODEL_100 "Models\\Items\\Armor\\Armor_100.mdl",
23 texture TEXTURE_100 "Models\\Items\\Armor\\Armor_100.tex",
// ********* SUPER ARMOR *********
40 model MODEL_200 "Models\\Items\\Armor\\Armor_200.mdl",
41 texture TEXTURE_200 "Models\\Items\\Armor\\Armor_200.tex",
// ********* HELM *********
50 model MODEL_5 "ModelsMP\\Items\\Armor\\Armor_5.mdl",
51 texture TEXTURE_5 "ModelsMP\\Items\\Armor\\Armor_5.tex",
// ************** FLARE FOR EFFECT **************
100 texture TEXTURE_FLARE "Models\\Items\\Flares\\Flare.tex",
101 model MODEL_FLARE "Models\\Items\\Flares\\Flare.mdl",
// ************** REFLECTIONS **************
200 texture TEX_REFL_LIGHTMETAL01 "Models\\ReflectionTextures\\LightMetal01.tex",
// ************** SPECULAR **************
210 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex",
// ************** SOUNDS **************
301 sound SOUND_SHARD "Sounds\\Items\\ArmourShard.wav",
302 sound SOUND_SMALL "Sounds\\Items\\ArmourSmall.wav",
303 sound SOUND_MEDIUM "Sounds\\Items\\ArmourMedium.wav",
304 sound SOUND_STRONG "Sounds\\Items\\ArmourStrong.wav",
305 sound SOUND_SUPER "Sounds\\Items\\ArmourSuper.wav",
306 sound SOUND_HELM "SoundsMP\\Items\\ArmourHelm.wav",
functions:
void Precache(void) {
switch (m_EaitType) {
case ARIT_SHARD: PrecacheSound(SOUND_SHARD ); break;
case ARIT_SMALL: PrecacheSound(SOUND_SMALL ); break;
case ARIT_MEDIUM: PrecacheSound(SOUND_MEDIUM); break;
case ARIT_STRONG: PrecacheSound(SOUND_STRONG); break;
case ARIT_SUPER: PrecacheSound(SOUND_SUPER ); break;
case ARIT_HELM: PrecacheSound(SOUND_HELM ); break;
}
}
/* Fill in entity statistics - for AI purposes only */
BOOL FillEntityStatistics(EntityStats *pes)
{
pes->es_strName = "Armor";
pes->es_ctCount = 1;
pes->es_ctAmmount = (INDEX) m_fValue;
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pes->es_fValue = m_fValue*2;
pes->es_iScore = 0;//m_iScore;
switch (m_EaitType) {
case ARIT_SHARD: pes->es_strName+=" shard"; break;
case ARIT_SMALL: pes->es_strName+=" small"; break;
case ARIT_MEDIUM: pes->es_strName+=" medium"; break;
case ARIT_STRONG: pes->es_strName+=" strong"; break;
case ARIT_SUPER: pes->es_strName+=" super"; break;
case ARIT_HELM: pes->es_strName+=" helm"; break;
}
return TRUE;
}
// render particles
void RenderParticles(void) {
// no particles when not existing or in DM modes
if (GetRenderType()!=CEntity::RT_MODEL || GetSP()->sp_gmGameMode>CSessionProperties::GM_COOPERATIVE
|| !ShowItemParticles())
{
return;
}
switch (m_EaitType) {
case ARIT_SHARD:
Particles_Emanate(this, 0.75f*0.75, 0.75f*0.75, PT_STAR04, 8, 7.0f);
break;
case ARIT_SMALL:
Particles_Emanate(this, 1.0f*0.75, 1.0f*0.75, PT_STAR04, 32, 7.0f);
break;
case ARIT_MEDIUM:
Particles_Emanate(this, 1.5f*0.75, 1.5f*0.75, PT_STAR04, 64, 7.0f);
break;
case ARIT_STRONG:
Particles_Emanate(this, 2.0f*0.75, 1.25f*0.75, PT_STAR04, 96, 7.0f);
break;
case ARIT_SUPER:
Particles_Emanate(this, 2.5f*0.75, 1.5f*0.75, PT_STAR04, 128, 7.0f);
break;
case ARIT_HELM:
Particles_Emanate(this, 0.875f*0.75, 0.875f*0.75, PT_STAR04, 16, 7.0f);
break;
}
}
// set health properties depending on health type
void SetProperties(void) {
switch (m_EaitType) {
case ARIT_SHARD:
ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_SMALL);
m_fValue = 1.0f;
m_bOverTopArmor = TRUE;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f;
m_strDescription.PrintF("Shard - H:%g T:%g", m_fValue, m_fRespawnTime);
// set appearance
AddItem(MODEL_1, TEXTURE_1, 0, TEX_SPEC_MEDIUM, 0);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.4f,0), FLOAT3D(1.0,1.0,0.3f) );
StretchItem(FLOAT3D(0.75f*0.75, 0.75f*0.75, 0.75f*0.75));
m_iSoundComponent = SOUND_SHARD;
break;
case ARIT_SMALL:
ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM);
m_fValue = 25.0f;
m_bOverTopArmor = FALSE;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f;
m_strDescription.PrintF("Small - H:%g T:%g", m_fValue, m_fRespawnTime);
// set appearance
AddItem(MODEL_25, TEXTURE_25, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(2,2,0.5f) );
StretchItem(FLOAT3D(2.0f, 2.0f, 2.0f));
m_iSoundComponent = SOUND_SMALL;
break;
case ARIT_MEDIUM: {
ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM);
m_fValue = 50.0f;
m_bOverTopArmor = FALSE;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 25.0f;
m_strDescription.PrintF("Medium - H:%g T:%g", m_fValue, m_fRespawnTime);
// set appearance
AddItem(MODEL_50, TEXTURE_50, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,1.0f,0), FLOAT3D(3,3,0.5f) );
StretchItem(FLOAT3D(2.0f, 2.0f, 2.0f));
m_iSoundComponent = SOUND_MEDIUM;
} break;
case ARIT_STRONG:
ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM);
m_fValue = 100.0f;
m_bOverTopArmor = FALSE;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 60.0f;
m_strDescription.PrintF("Strong - H:%g T:%g", m_fValue, m_fRespawnTime);
// set appearance
AddItem(MODEL_100, TEXTURE_100, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(3.5,3.5,1.0f) );
StretchItem(FLOAT3D(2.5f, 2.5f, 2.5f));
m_iSoundComponent = SOUND_STRONG;
break;
case ARIT_SUPER:
ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM);
m_fValue = 200.0f;
m_bOverTopArmor = TRUE;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 120.0f;
m_strDescription.PrintF("Super - H:%g T:%g", m_fValue, m_fRespawnTime);
// set appearance
AddItem(MODEL_200, TEXTURE_200, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(3,3,1.0f) );
StretchItem(FLOAT3D(2.5f, 2.5f, 2.5f));
m_iSoundComponent = SOUND_SUPER;
break;
case ARIT_HELM:
ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_SMALL);
m_fValue = 5.0f;
m_bOverTopArmor = FALSE;
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f;
m_strDescription.PrintF("Helm - H:%g T:%g", m_fValue, m_fRespawnTime);
// set appearance
AddItem(MODEL_5, TEXTURE_5, 0, TEX_SPEC_MEDIUM, 0);
AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.5f,0), FLOAT3D(1.5,1.5,0.4f) );
StretchItem(FLOAT3D(0.875f*0.75, 0.875f*0.75, 0.875f*0.75));
m_iSoundComponent = SOUND_HELM;
break;
}
};
void AdjustDifficulty(void)
{
if (!GetSP()->sp_bAllowArmor && m_penTarget==NULL) {
Destroy();
}
}
procedures:
ItemCollected(EPass epass) : CItem::ItemCollected {
ASSERT(epass.penOther!=NULL);
// if armor stays
if (GetSP()->sp_bHealthArmorStays && !(m_bPickupOnce||m_bRespawn)) {
// if already picked by this player
BOOL bWasPicked = MarkPickedBy(epass.penOther);
if (bWasPicked) {
// don't pick again
return;
}
}
// send health to entity
EArmor eArmor;
eArmor.fArmor = m_fValue;
eArmor.bOverTopArmor = m_bOverTopArmor;
// if health is received
if (epass.penOther->ReceiveItem(eArmor)) {
if(_pNetwork->IsPlayerLocal(epass.penOther))
{
switch (m_EaitType)
{
case ARIT_SHARD: IFeel_PlayEffect("PU_ArmourShard"); break;
case ARIT_SMALL: IFeel_PlayEffect("PU_ArmourSmall"); break;
case ARIT_MEDIUM: IFeel_PlayEffect("PU_ArmourMedium"); break;
case ARIT_STRONG: IFeel_PlayEffect("PU_ArmourStrong"); break;
case ARIT_SUPER: IFeel_PlayEffect("PU_ArmourSuper"); break;
case ARIT_HELM: IFeel_PlayEffect("PU_ArmourHelm"); break;
}
}
// play the pickup sound
m_soPick.Set3DParameters(50.0f, 1.0f, 1.0f, 1.0f);
PlaySound(m_soPick, m_iSoundComponent, SOF_3D);
m_fPickSoundLen = GetSoundLength(m_iSoundComponent);
if (!GetSP()->sp_bHealthArmorStays || (m_bPickupOnce||m_bRespawn)) {
jump CItem::ItemReceived();
}
}
return;
};
Main() {
Initialize(); // initialize base class
StartModelAnim(ITEMHOLDER_ANIM_SMALLOSCILATION, AOF_LOOPING|AOF_NORESTART);
SetProperties(); // set properties
jump CItem::ItemLoop();
};
};