2016-03-12 01:20:51 +01:00
|
|
|
/* 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. */
|
2016-03-11 14:57:17 +01:00
|
|
|
|
|
|
|
502
|
|
|
|
%{
|
|
|
|
#include "StdH.h"
|
|
|
|
%}
|
|
|
|
|
|
|
|
uses "EntitiesMP/BasicEffects";
|
|
|
|
uses "Engine/Classes/MovableEntity";
|
|
|
|
|
|
|
|
|
|
|
|
// input parameters for bullet
|
|
|
|
event EBulletInit {
|
|
|
|
CEntityPointer penOwner, // who launched it
|
|
|
|
FLOAT fDamage, // damage
|
|
|
|
};
|
|
|
|
|
|
|
|
%{
|
|
|
|
void CBullet_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
|
|
|
|
{
|
|
|
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETSTAINSTONE);
|
|
|
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETSTAINSAND);
|
|
|
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETSTAINREDSAND);
|
|
|
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETSTAINWATER);
|
|
|
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETSTAINSTONENOSOUND);
|
|
|
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETSTAINSANDNOSOUND);
|
|
|
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETSTAINREDSANDNOSOUND);
|
|
|
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETSTAINWATERNOSOUND);
|
|
|
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BLOODSPILL);
|
|
|
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_BULLETTRAIL);
|
|
|
|
}
|
|
|
|
%}
|
|
|
|
|
|
|
|
class export CBullet : CEntity {
|
|
|
|
name "Bullet";
|
|
|
|
thumbnail "";
|
|
|
|
features "ImplementsOnPrecache";
|
|
|
|
|
|
|
|
properties:
|
|
|
|
1 CEntityPointer m_penOwner, // entity which owns it
|
|
|
|
2 FLOAT m_fDamage = 0.0f, // damage
|
|
|
|
3 FLOAT3D m_vTarget = FLOAT3D(0,0,0), // bullet target point in space
|
|
|
|
4 FLOAT3D m_vTargetCopy = FLOAT3D(0,0,0), // copy of bullet target point in space for jitter
|
|
|
|
6 FLOAT3D m_vHitPoint = FLOAT3D(0,0,0), // hit point
|
|
|
|
8 INDEX m_iBullet = 0, // bullet for lerped launch
|
|
|
|
9 enum DamageType m_EdtDamage = DMT_BULLET, // damage type
|
|
|
|
10 FLOAT m_fBulletSize = 0.0f, // bullet can have radius, for hitting models only
|
|
|
|
|
|
|
|
components:
|
|
|
|
1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl"
|
|
|
|
|
|
|
|
functions:
|
|
|
|
|
|
|
|
/************************************************************
|
|
|
|
* BULLET LAUNCH *
|
|
|
|
************************************************************/
|
|
|
|
// set bullet damage
|
|
|
|
void SetDamage(FLOAT fDamage) {
|
|
|
|
m_fDamage = fDamage;
|
|
|
|
};
|
|
|
|
|
|
|
|
// calc jitter target
|
|
|
|
void CalcTarget(FLOAT fRange) {
|
|
|
|
// destination in bullet direction
|
|
|
|
AnglesToDirectionVector(GetPlacement().pl_OrientationAngle, m_vTarget);
|
|
|
|
m_vTarget *= fRange;
|
|
|
|
m_vTarget += GetPlacement().pl_PositionVector;
|
|
|
|
m_vTargetCopy = m_vTarget;
|
|
|
|
};
|
|
|
|
|
|
|
|
void CalcTarget(CEntity *pen, FLOAT fRange) {
|
|
|
|
FLOAT3D vTarget;
|
|
|
|
|
|
|
|
// target body
|
|
|
|
EntityInfo *peiTarget = (EntityInfo*) (pen->GetEntityInfo());
|
|
|
|
GetEntityInfoPosition(pen, peiTarget->vTargetCenter, vTarget);
|
|
|
|
|
|
|
|
// calculate
|
|
|
|
m_vTarget = (vTarget - GetPlacement().pl_PositionVector).Normalize();
|
|
|
|
m_vTarget *= fRange;
|
|
|
|
m_vTarget += GetPlacement().pl_PositionVector;
|
|
|
|
m_vTargetCopy = m_vTarget;
|
|
|
|
};
|
|
|
|
|
|
|
|
// calc jitter target - !!! must call CalcTarget first !!!
|
|
|
|
void CalcJitterTarget(FLOAT fR) {
|
|
|
|
FLOAT3D vJitter;
|
|
|
|
/* My Sphere
|
|
|
|
FLOAT fXZ = FRnd()*360.0f;
|
|
|
|
FLOAT fXY = FRnd()*360.0f;
|
|
|
|
|
|
|
|
// sphere
|
|
|
|
fR *= FRnd();
|
|
|
|
vJitter(1) = CosFast(fXZ)*CosFast(fXY)*fR;
|
|
|
|
vJitter(2) = CosFast(fXZ)*SinFast(fXY)*fR;
|
|
|
|
vJitter(3) = SinFast(fXZ)*fR;*/
|
|
|
|
// comp graphics algorithms sphere
|
|
|
|
FLOAT fZ = FRnd()*2.0f - 1.0f;
|
|
|
|
FLOAT fA = FRnd()*360.0f;
|
|
|
|
FLOAT fT = Sqrt(1-(fZ*fZ));
|
|
|
|
vJitter(1) = fT * CosFast(fA);
|
|
|
|
vJitter(2) = fT * SinFast(fA);
|
|
|
|
vJitter(3) = fZ;
|
|
|
|
vJitter = vJitter*fR*FRnd();
|
|
|
|
|
|
|
|
// target
|
|
|
|
m_vTarget = m_vTargetCopy + vJitter;
|
|
|
|
};
|
|
|
|
|
|
|
|
// calc jitter target asymetric - !!! must call CalcTarget first !!!
|
|
|
|
void CalcJitterTargetFixed(FLOAT fX, FLOAT fY, FLOAT fJitter) {
|
|
|
|
FLOAT fRndX = FRnd()*2.0f - 1.0f;
|
|
|
|
FLOAT fRndY = FRnd()*2.0f - 1.0f;
|
|
|
|
FLOAT3D vX, vY;
|
|
|
|
const FLOATmatrix3D &m=GetRotationMatrix();
|
|
|
|
vX(1) = m(1,1); vX(2) = m(2,1); vX(3) = m(3,1);
|
|
|
|
vY(1) = m(1,2); vY(2) = m(2,2); vY(3) = m(3,2);
|
|
|
|
// target
|
|
|
|
m_vTarget = m_vTargetCopy + (vX*(fX+fRndX*fJitter)) + (vY*(fY+fRndY*fJitter));
|
|
|
|
};
|
|
|
|
|
|
|
|
// launch one bullet
|
|
|
|
void LaunchBullet(BOOL bSound, BOOL bTrail, BOOL bHitFX)
|
|
|
|
{
|
|
|
|
// cast a ray to find bullet target
|
|
|
|
CCastRay crRay( m_penOwner, GetPlacement().pl_PositionVector, m_vTarget);
|
|
|
|
crRay.cr_bHitPortals = TRUE;
|
|
|
|
crRay.cr_bHitTranslucentPortals = TRUE;
|
|
|
|
crRay.cr_ttHitModels = CCastRay::TT_COLLISIONBOX;
|
|
|
|
crRay.cr_bPhysical = FALSE;
|
|
|
|
crRay.cr_fTestR = m_fBulletSize;
|
|
|
|
FLOAT3D vHitDirection;
|
|
|
|
AnglesToDirectionVector(GetPlacement().pl_OrientationAngle, vHitDirection);
|
|
|
|
|
|
|
|
INDEX ctCasts = 0;
|
|
|
|
while( ctCasts<10)
|
|
|
|
{
|
|
|
|
if(ctCasts == 0)
|
|
|
|
{
|
|
|
|
// perform first cast
|
|
|
|
GetWorld()->CastRay(crRay);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// next casts
|
|
|
|
GetWorld()->ContinueCast(crRay);
|
|
|
|
}
|
|
|
|
ctCasts++;
|
|
|
|
|
|
|
|
// stop casting if nothing hit
|
|
|
|
if (crRay.cr_penHit==NULL)
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
// apply damage
|
|
|
|
const FLOAT fDamageMul = GetSeriousDamageMultiplier(m_penOwner);
|
|
|
|
InflictDirectDamage(crRay.cr_penHit, m_penOwner, m_EdtDamage, m_fDamage*fDamageMul,
|
|
|
|
crRay.cr_vHit, vHitDirection);
|
|
|
|
|
|
|
|
m_vHitPoint = crRay.cr_vHit;
|
|
|
|
|
|
|
|
// if brush hitted
|
|
|
|
if (crRay.cr_penHit->GetRenderType()==RT_BRUSH && crRay.cr_pbpoBrushPolygon!=NULL)
|
|
|
|
{
|
|
|
|
CBrushPolygon *pbpo = crRay.cr_pbpoBrushPolygon;
|
|
|
|
FLOAT3D vHitNormal = FLOAT3D(pbpo->bpo_pbplPlane->bpl_plAbsolute);
|
|
|
|
// obtain surface type
|
|
|
|
INDEX iSurfaceType = pbpo->bpo_bppProperties.bpp_ubSurfaceType;
|
|
|
|
BulletHitType bhtType = BHT_BRUSH_STONE;
|
|
|
|
// get content type
|
|
|
|
INDEX iContent = pbpo->bpo_pbscSector->GetContentType();
|
|
|
|
CContentType &ct = GetWorld()->wo_actContentTypes[iContent];
|
|
|
|
|
|
|
|
bhtType=(BulletHitType) GetBulletHitTypeForSurface(iSurfaceType);
|
|
|
|
// if this is under water polygon
|
|
|
|
if( ct.ct_ulFlags&CTF_BREATHABLE_GILLS)
|
|
|
|
{
|
|
|
|
// if we hit water surface
|
|
|
|
if( iSurfaceType==SURFACE_WATER)
|
|
|
|
{
|
|
|
|
vHitNormal = -vHitNormal;
|
|
|
|
|
|
|
|
bhtType=BHT_BRUSH_WATER;
|
|
|
|
}
|
|
|
|
// if we hit stone under water
|
|
|
|
else
|
|
|
|
{
|
|
|
|
bhtType=BHT_BRUSH_UNDER_WATER;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// spawn hit effect
|
|
|
|
BOOL bPassable = pbpo->bpo_ulFlags & (BPOF_PASSABLE|BPOF_SHOOTTHRU);
|
|
|
|
if (!bPassable || iSurfaceType==SURFACE_WATER) {
|
|
|
|
SpawnHitTypeEffect(this, bhtType, bSound, vHitNormal, crRay.cr_vHit, vHitDirection, FLOAT3D(0.0f, 0.0f, 0.0f));
|
|
|
|
}
|
|
|
|
if(!bPassable) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
// if not brush
|
|
|
|
} else {
|
|
|
|
|
|
|
|
// if flesh entity
|
|
|
|
if (crRay.cr_penHit->GetEntityInfo()!=NULL) {
|
|
|
|
if( ((EntityInfo*)crRay.cr_penHit->GetEntityInfo())->Eeibt == EIBT_FLESH)
|
|
|
|
{
|
|
|
|
CEntity *penOfFlesh = crRay.cr_penHit;
|
|
|
|
FLOAT3D vHitNormal = (GetPlacement().pl_PositionVector-m_vTarget).Normalize();
|
|
|
|
FLOAT3D vOldHitPos = crRay.cr_vHit;
|
|
|
|
FLOAT3D vDistance;
|
|
|
|
|
|
|
|
// look behind the entity (for back-stains)
|
|
|
|
GetWorld()->ContinueCast(crRay);
|
|
|
|
if( crRay.cr_penHit!=NULL && crRay.cr_pbpoBrushPolygon!=NULL &&
|
|
|
|
crRay.cr_penHit->GetRenderType()==RT_BRUSH)
|
|
|
|
{
|
|
|
|
vDistance = crRay.cr_vHit-vOldHitPos;
|
|
|
|
vHitNormal = FLOAT3D(crRay.cr_pbpoBrushPolygon->bpo_pbplPlane->bpl_plAbsolute);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
vDistance = FLOAT3D(0.0f, 0.0f, 0.0f);
|
|
|
|
vHitNormal = FLOAT3D(0,0,0);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(IsOfClass(penOfFlesh, "Gizmo") ||
|
|
|
|
IsOfClass(penOfFlesh, "Beast"))
|
|
|
|
{
|
|
|
|
// spawn green blood hit spill effect
|
|
|
|
SpawnHitTypeEffect(this, BHT_ACID, bSound, vHitNormal, crRay.cr_vHit, vHitDirection, vDistance);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// spawn red blood hit spill effect
|
|
|
|
SpawnHitTypeEffect(this, BHT_FLESH, bSound, vHitNormal, crRay.cr_vHit, vHitDirection, vDistance);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// stop casting ray if not brush
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if( bTrail)
|
|
|
|
{
|
|
|
|
SpawnTrail();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
// destroy yourself
|
|
|
|
void DestroyBullet(void) {
|
|
|
|
Destroy();
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/************************************************************
|
|
|
|
* EFFECTS *
|
|
|
|
************************************************************/
|
|
|
|
// spawn trail of this bullet
|
|
|
|
void SpawnTrail(void)
|
|
|
|
{
|
|
|
|
// get bullet path positions
|
|
|
|
const FLOAT3D &v0 = GetPlacement().pl_PositionVector;
|
|
|
|
const FLOAT3D &v1 = m_vHitPoint;
|
|
|
|
// calculate distance
|
|
|
|
FLOAT3D vD = v1-v0;
|
|
|
|
FLOAT fD = vD.Length();
|
|
|
|
// if too short
|
|
|
|
if (fD<1.0f) {
|
|
|
|
// no trail
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// length must be such that it doesn't get out of path
|
|
|
|
FLOAT fLen = Min(20.0f, fD);
|
|
|
|
// position is random, but it must not make trail go out of path
|
|
|
|
FLOAT3D vPos;
|
|
|
|
if (fLen<fD) {
|
|
|
|
vPos = Lerp(v0, v1, FRnd()*(fD-fLen)/fD);
|
|
|
|
} else {
|
|
|
|
vPos = v0;
|
|
|
|
}
|
|
|
|
|
|
|
|
ESpawnEffect ese;
|
|
|
|
UBYTE ubRndH = UBYTE( 8+FRnd()*32);
|
|
|
|
UBYTE ubRndS = UBYTE( 8+FRnd()*32);
|
|
|
|
UBYTE ubRndV = UBYTE( 224+FRnd()*32);
|
|
|
|
UBYTE ubRndA = UBYTE( 32+FRnd()*128);
|
|
|
|
ese.colMuliplier = HSVToColor(ubRndH, ubRndS, ubRndV)|ubRndA;
|
|
|
|
ese.betType = BET_BULLETTRAIL;
|
|
|
|
ese.vNormal = vD/fD;
|
|
|
|
ese.vStretch = FLOAT3D(0.1f, fLen, 1.0f);
|
|
|
|
|
|
|
|
// spawn effect
|
|
|
|
FLOAT3D vBulletIncommingDirection;
|
|
|
|
vBulletIncommingDirection = (m_vTarget-GetPlacement().pl_PositionVector).Normalize();
|
|
|
|
CPlacement3D plHit = CPlacement3D(vPos-vBulletIncommingDirection*0.1f, GetPlacement().pl_OrientationAngle);
|
|
|
|
CEntityPointer penHit = CreateEntity(plHit , CLASS_BASIC_EFFECT);
|
|
|
|
penHit->Initialize(ese);
|
|
|
|
}
|
|
|
|
|
|
|
|
procedures:
|
|
|
|
|
|
|
|
Main(EBulletInit eInit)
|
|
|
|
{
|
|
|
|
// remember the initial parameters
|
|
|
|
ASSERT(eInit.penOwner!=NULL);
|
|
|
|
m_penOwner = eInit.penOwner;
|
|
|
|
m_fDamage = eInit.fDamage;
|
|
|
|
|
|
|
|
InitAsVoid();
|
|
|
|
SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
|
|
|
|
SetCollisionFlags(ECF_IMMATERIAL);
|
|
|
|
|
|
|
|
// for lerped launch
|
|
|
|
m_iBullet = 0;
|
|
|
|
return;
|
|
|
|
};
|
|
|
|
};
|