mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +01:00
605 lines
19 KiB
C++
605 lines
19 KiB
C++
|
506
|
||
|
%{
|
||
|
#include "Entities/StdH/StdH.h"
|
||
|
#include "Models/Weapons/Cannon/Projectile/CannonBall.h"
|
||
|
#include "Entities/MovingBrush.h"
|
||
|
#include "Entities/DestroyableArchitecture.h"
|
||
|
%}
|
||
|
|
||
|
uses "Entities/BasicEffects";
|
||
|
uses "Entities/Light";
|
||
|
uses "Entities/PlayerWeapons";
|
||
|
uses "Entities/EnemyBase";
|
||
|
|
||
|
enum CannonBallType {
|
||
|
0 CBT_IRON "",
|
||
|
1 CBT_NUKE "",
|
||
|
};
|
||
|
|
||
|
// input parameter for launching the projectile
|
||
|
event ELaunchCannonBall {
|
||
|
CEntityPointer penLauncher, // who launched it
|
||
|
enum CannonBallType cbtType, // type of cannon ball
|
||
|
FLOAT fLaunchPower, // how fast will cannon be lounched
|
||
|
};
|
||
|
event EForceExplode {
|
||
|
};
|
||
|
|
||
|
%{
|
||
|
|
||
|
// projectile solid
|
||
|
#define ECF_CANNON_BALL ( \
|
||
|
((ECBI_MODEL|ECBI_BRUSH|ECBI_PROJECTILE_SOLID|ECBI_CORPSE|ECBI_MODEL_HOLDER|ECBI_MODEL_HOLDER)<<ECB_TEST) |\
|
||
|
((ECBI_PROJECTILE_SOLID)<<ECB_IS) |\
|
||
|
((ECBI_MODEL|ECBI_MODEL_HOLDER|ECBI_CORPSE)<<ECB_PASS) )
|
||
|
|
||
|
#define IRON_LIFE_TIME 10.0f
|
||
|
#define NUKE_LIFE_TIME 5.0f
|
||
|
|
||
|
#define CANNONBALL_STRETCH 3.0f
|
||
|
|
||
|
// damages
|
||
|
#define IRON_DAMAGE_MIN 400.0f
|
||
|
#define IRON_DAMAGE_MAX 750.0f
|
||
|
#define IRON_RANGE_DAMAGE (25.0f/4) // because we have 4 explosions //50
|
||
|
#define IRON_RANGE_HOTSPOT 2.0f //2
|
||
|
#define IRON_RANGE_FALLOFF 16.0f //8
|
||
|
|
||
|
#define NUKE_DAMAGE_MIN 600.0f
|
||
|
#define NUKE_DAMAGE_MAX 800.0f
|
||
|
#define NUKE_RANGE_DAMAGE (1000.0f/13) // because we have 13 explosions
|
||
|
#define NUKE_RANGE_HOTSPOT 15.0f
|
||
|
#define NUKE_RANGE_FALLOFF 50.0f
|
||
|
#define SOUND_RANGE 250.0f
|
||
|
|
||
|
#define STRETCH_0 FLOAT3D(0.0f,0.0f,0.0f)
|
||
|
#define STRETCH_1 FLOAT3D(1.0f,1.0f,1.0f)
|
||
|
#define STRETCH_2 FLOAT3D(2.0f,2.0f,2.0f)
|
||
|
#define STRETCH_3 FLOAT3D(3.0f,3.0f,3.0f)
|
||
|
#define STRETCH_4 FLOAT3D(4.0f,4.0f,4.0f)
|
||
|
#define STRETCH_6 FLOAT3D(6.0f,6.0f,6.0f)
|
||
|
#define STRETCH_8 FLOAT3D(8.0f,8.0f,8.0f)
|
||
|
#define STRETCH_10 FLOAT3D(10.0f,10.0f,10.0f)
|
||
|
|
||
|
void CCannonBall_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
|
||
|
{
|
||
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNON);
|
||
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNONEXPLOSIONSTAIN);
|
||
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_CANNONSHOCKWAVE);
|
||
|
|
||
|
pdec->PrecacheModel(MODEL_BALL);
|
||
|
pdec->PrecacheTexture(TEXTURE_IRON_BALL);
|
||
|
pdec->PrecacheTexture(TEXTURE_NUKE_BALL);
|
||
|
pdec->PrecacheTexture(TEX_REFL_BWRIPLES01);
|
||
|
pdec->PrecacheTexture(TEX_SPEC_MEDIUM);
|
||
|
pdec->PrecacheSound(SOUND_BALL_BOUNCE);
|
||
|
}
|
||
|
|
||
|
%}
|
||
|
|
||
|
|
||
|
class export CCannonBall : CMovableModelEntity {
|
||
|
name "Cannon ball";
|
||
|
thumbnail "";
|
||
|
features "ImplementsOnPrecache";
|
||
|
|
||
|
properties:
|
||
|
1 CEntityPointer m_penLauncher, // who lanuched it
|
||
|
2 FLOAT m_fLaunchPower = 0.0f, // how fast will cannon be launched
|
||
|
|
||
|
10 FLOAT m_fIgnoreTime = 0.0f, // time when laucher will be ignored
|
||
|
11 FLOAT m_fStartTime = 0.0f, // start time when launched
|
||
|
|
||
|
12 INDEX m_iNextChannel = 0, // next channel to play sound on
|
||
|
|
||
|
13 BOOL m_bSelfExploded = FALSE, // if cannonball exploded because of time, not because of impact
|
||
|
|
||
|
// sound channels for bouncing sound
|
||
|
20 CSoundObject m_soBounce0,
|
||
|
21 CSoundObject m_soBounce1,
|
||
|
22 CSoundObject m_soBounce2,
|
||
|
23 CSoundObject m_soBounce3,
|
||
|
24 CSoundObject m_soBounce4,
|
||
|
|
||
|
30 enum CannonBallType m_cbtType = CBT_IRON,
|
||
|
40 FLOAT m_tmInvisibility = 0.0f, // don't render before given time
|
||
|
41 FLOAT m_tmExpandBox = 0.0f, // expand collision after a few seconds
|
||
|
42 FLOAT m_tmForceExplode = 0.0f, // force explosion at given moment
|
||
|
/*
|
||
|
{
|
||
|
CLightSource m_lsLightSource;
|
||
|
}*/
|
||
|
|
||
|
components:
|
||
|
1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
|
||
|
2 class CLASS_LIGHT "Classes\\Light.ecl",
|
||
|
|
||
|
// ********* PLAYER ROCKET *********
|
||
|
10 model MODEL_BALL "Models\\Weapons\\Cannon\\Projectile\\CannonBall.mdl",
|
||
|
11 texture TEXTURE_NUKE_BALL "Models\\Weapons\\Cannon\\Projectile\\NukeBall.tex",
|
||
|
13 texture TEXTURE_IRON_BALL "Models\\Weapons\\Cannon\\Projectile\\IronBall.tex",
|
||
|
12 sound SOUND_BALL_BOUNCE "Models\\Weapons\\Cannon\\Sounds\\Bounce.wav",
|
||
|
200 texture TEX_REFL_BWRIPLES01 "Models\\ReflectionTextures\\BWRiples01.tex",
|
||
|
211 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex",
|
||
|
|
||
|
functions:
|
||
|
// premoving
|
||
|
void PreMoving(void) {
|
||
|
if (m_tmExpandBox>0) {
|
||
|
if (_pTimer->CurrentTick()>m_fStartTime+m_tmExpandBox) {
|
||
|
ChangeCollisionBoxIndexWhenPossible(1);
|
||
|
m_tmExpandBox = 0;
|
||
|
}
|
||
|
}
|
||
|
CMovableModelEntity::PreMoving();
|
||
|
}
|
||
|
|
||
|
void PostMoving(void)
|
||
|
{
|
||
|
CMovableModelEntity::PostMoving();
|
||
|
if (en_vCurrentTranslationAbsolute.Length()<1.0f || // if very slow, allmost standing
|
||
|
_pTimer->CurrentTick()>=m_tmForceExplode || // if forced explosion
|
||
|
(GetCollisionBoxIndex()==0 && // if unable to change collision box for some time
|
||
|
(_pTimer->CurrentTick()>m_fStartTime+m_tmExpandBox+0.5f)))
|
||
|
{
|
||
|
SendEvent(EForceExplode());
|
||
|
}
|
||
|
}
|
||
|
/* Read from stream. */
|
||
|
void Read_t( CTStream *istr) // throw char *
|
||
|
{
|
||
|
CMovableModelEntity::Read_t(istr);
|
||
|
// setup light source
|
||
|
// SetupLightSource();
|
||
|
}
|
||
|
|
||
|
/* Get static light source information. */
|
||
|
/*
|
||
|
CLightSource *GetLightSource(void)
|
||
|
{
|
||
|
// if (!IsPredictor()) {
|
||
|
// return &m_lsLightSource;
|
||
|
// } else {
|
||
|
return NULL;
|
||
|
// }
|
||
|
}
|
||
|
*/
|
||
|
BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
|
||
|
{
|
||
|
// if time now is inside invisibility time, don't render model
|
||
|
CModelObject *pmo = GetModelObject();
|
||
|
if ( (pmo != NULL) && (_pTimer->GetLerpedCurrentTick() < (m_fStartTime+m_tmInvisibility) ) )
|
||
|
{
|
||
|
// make it invisible
|
||
|
pmo->mo_colBlendColor = 0;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
// make it visible
|
||
|
pmo->mo_colBlendColor = C_WHITE|CT_OPAQUE;
|
||
|
}
|
||
|
return CEntity::AdjustShadingParameters(vLightDirection, colLight, colAmbient);
|
||
|
}
|
||
|
|
||
|
/* // Setup light source
|
||
|
void SetupLightSource(void)
|
||
|
{
|
||
|
// setup light source
|
||
|
CLightSource lsNew;
|
||
|
lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DARKLIGHT|LSF_DYNAMIC;
|
||
|
lsNew.ls_rHotSpot = 0.0f;
|
||
|
lsNew.ls_colColor = RGBToColor(128, 128, 128);
|
||
|
lsNew.ls_rFallOff = 5.0f;
|
||
|
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) {
|
||
|
// no particles when not existing
|
||
|
if (GetRenderType()!=CEntity::RT_MODEL) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
FLOAT fSpeedRatio = Min( en_vCurrentTranslationAbsolute.Length()/140.0f, 1.0f);
|
||
|
INDEX ctFireParticles = INDEX( (Max( fSpeedRatio-0.5f, 0.0f)*2.0f)*128);
|
||
|
//CPrintF("fSpeedRatio=%g, ctFireParticles=%d\n", fSpeedRatio, ctFireParticles);
|
||
|
if( _pTimer->GetLerpedCurrentTick()-m_fStartTime>0.075)
|
||
|
{
|
||
|
Particles_BeastBigProjectileTrail( this, 2.0f, 1.0f, 0.75f, ctFireParticles);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Initialize(void) {
|
||
|
// set appearance
|
||
|
InitAsModel();
|
||
|
SetPhysicsFlags(EPF_MODEL_BOUNCING);
|
||
|
SetCollisionFlags(ECF_CANNON_BALL);
|
||
|
SetModel(MODEL_BALL);
|
||
|
if( m_cbtType == CBT_IRON)
|
||
|
{
|
||
|
SetModelMainTexture(TEXTURE_IRON_BALL);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
SetModelMainTexture(TEXTURE_NUKE_BALL);
|
||
|
}
|
||
|
// stretch it
|
||
|
GetModelObject()->StretchModel(FLOAT3D(CANNONBALL_STRETCH, CANNONBALL_STRETCH, CANNONBALL_STRETCH));
|
||
|
ModelChangeNotify();
|
||
|
|
||
|
// reflection texture data
|
||
|
GetModelObject()->mo_toReflection.SetData(GetTextureDataForComponent(TEX_REFL_BWRIPLES01));
|
||
|
// specular texture data
|
||
|
GetModelObject()->mo_toSpecular.SetData(GetTextureDataForComponent(TEX_SPEC_MEDIUM));
|
||
|
// start moving
|
||
|
LaunchAsFreeProjectile(FLOAT3D(0.0f, 0.0f, -m_fLaunchPower), (CMovableEntity*)(CEntity*)m_penLauncher);
|
||
|
en_fBounceDampNormal = 0.5f;
|
||
|
en_fBounceDampParallel = 0.75f;
|
||
|
en_fAcceleration = 0.0f;
|
||
|
en_fDeceleration = 5.0f;
|
||
|
en_fCollisionSpeedLimit = 40.0f;
|
||
|
en_fCollisionDamageFactor = 10.0f;
|
||
|
SetHealth(50000.0f);
|
||
|
GetModelObject()->PlayAnim(CANNONBALL_ANIM_FIRESLOW, 0);
|
||
|
};
|
||
|
|
||
|
FLOAT CalculateDamageToInflict(void)
|
||
|
{
|
||
|
FLOAT fMaxDamage = IRON_DAMAGE_MAX;
|
||
|
if(m_cbtType == CBT_NUKE)
|
||
|
{
|
||
|
fMaxDamage = IRON_DAMAGE_MAX;
|
||
|
}
|
||
|
|
||
|
// speed can range from
|
||
|
FLOAT fSpeedRatio = en_vCurrentTranslationAbsolute.Length()/140.0f;
|
||
|
// apply damage to range from 0 to damage max
|
||
|
FLOAT fApplyDamage = Clamp( fSpeedRatio*fMaxDamage, 0.0f, fMaxDamage);
|
||
|
return fApplyDamage;
|
||
|
}
|
||
|
|
||
|
void Explosion(FLOAT3D vCenter,
|
||
|
const FLOAT3D &vStretchExplosion,
|
||
|
const FLOAT3D &vStretchShockwave,
|
||
|
const FLOAT3D &vStretchStain,
|
||
|
BOOL bHasExplosion,
|
||
|
BOOL bHasShockWave,
|
||
|
BOOL bHasStain,
|
||
|
BOOL bHasLight)
|
||
|
{
|
||
|
ESpawnEffect ese;
|
||
|
FLOAT3D vOnPlane;
|
||
|
FLOATplane3D vPlaneNormal;
|
||
|
FLOAT fDistanceToEdge;
|
||
|
|
||
|
// explosion
|
||
|
if( bHasExplosion)
|
||
|
{
|
||
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
||
|
if( bHasLight)
|
||
|
{
|
||
|
ese.betType = BET_CANNON;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ese.betType = BET_CANNON_NOLIGHT;
|
||
|
}
|
||
|
ese.vStretch = vStretchExplosion;
|
||
|
CPlacement3D plHandle = GetPlacement();
|
||
|
plHandle.pl_PositionVector+=vCenter;
|
||
|
SpawnEffect(plHandle, ese);
|
||
|
// spawn sound event in range
|
||
|
if( IsDerivedFromClass( m_penLauncher, "Player")) {
|
||
|
SpawnRangeSound( m_penLauncher, this, SNDT_PLAYER, 100.0f);
|
||
|
}
|
||
|
}
|
||
|
// on plane
|
||
|
if (GetNearestPolygon(vOnPlane, vPlaneNormal, fDistanceToEdge)) {
|
||
|
if ((vOnPlane-GetPlacement().pl_PositionVector).Length() < 3.5f) {
|
||
|
if( bHasStain)
|
||
|
{
|
||
|
// wall stain
|
||
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
||
|
ese.betType = BET_CANNONEXPLOSIONSTAIN;
|
||
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
||
|
ese.vStretch = vStretchShockwave;
|
||
|
SpawnEffect(CPlacement3D(vOnPlane, ANGLE3D(0, 0, 0)), ese);
|
||
|
}
|
||
|
if( bHasShockWave)
|
||
|
{
|
||
|
// shock wave horizontal
|
||
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
||
|
ese.betType = BET_CANNONSHOCKWAVE;
|
||
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
||
|
ese.vStretch = vStretchShockwave;
|
||
|
SpawnEffect(CPlacement3D(vOnPlane, ANGLE3D(0, 0, 0)), ese);
|
||
|
}
|
||
|
// shock wave vertical
|
||
|
/*
|
||
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
||
|
ese.betType = BET_CANNONSHOCKWAVE;
|
||
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
||
|
ese.vStretch = vStretchShockwave;
|
||
|
SpawnEffect(CPlacement3D(vOnPlane, ANGLE3D(0, 0.0f, 0)), ese);
|
||
|
*/
|
||
|
// second explosion on plane
|
||
|
/*
|
||
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
||
|
ese.betType = BET_CANNON_PLANE;
|
||
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
||
|
ese.vStretch = vStretchExplosion;
|
||
|
SpawnEffect(CPlacement3D(vOnPlane+ese.vNormal/50.0f, ANGLE3D(0, 0, 0)), ese);
|
||
|
*/
|
||
|
}
|
||
|
}
|
||
|
|
||
|
RangeDamage();
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* C O M M O N F U N C T I O N S *
|
||
|
************************************************************/
|
||
|
// ball touch his valid target
|
||
|
BOOL BallTouchExplode(CEntityPointer penHit)
|
||
|
{
|
||
|
FLOAT fApplyDamage = CalculateDamageToInflict();
|
||
|
|
||
|
// obtain touched entity health
|
||
|
FLOAT fHealth = 100;
|
||
|
BOOL bForceCannonballToExplode = FALSE;
|
||
|
|
||
|
if (penHit->GetPhysicsFlags()&EPF_MOVABLE) {
|
||
|
fHealth = ((CMovableEntity&)*penHit).GetHealth();
|
||
|
if( IsDerivedFromClass(penHit, "Enemy Base"))
|
||
|
{
|
||
|
bForceCannonballToExplode = ((CEnemyBase&)*penHit).ForcesCannonballToExplode();
|
||
|
}
|
||
|
} else {
|
||
|
if (IsOfClass(penHit, "ModelHolder2")) {
|
||
|
fHealth = ((CLiveEntity&)*penHit).GetHealth();
|
||
|
} else {
|
||
|
return FALSE;
|
||
|
}
|
||
|
}
|
||
|
if (IsOfClass(penHit, "Player")) {
|
||
|
fHealth += ((CPlayer&)*penHit).m_fArmor * 2.0f;
|
||
|
}
|
||
|
// inflict direct damage to kill hitted entity
|
||
|
FLOAT3D vDirection = en_vCurrentTranslationAbsolute;
|
||
|
vDirection.Normalize();
|
||
|
// CPrintF( "Applied damage %g\n", fApplyDamage);
|
||
|
InflictDirectDamage(penHit, m_penLauncher, DMT_CANNONBALL, fApplyDamage,
|
||
|
GetPlacement().pl_PositionVector, vDirection);
|
||
|
return(fApplyDamage <= fHealth || bForceCannonballToExplode);
|
||
|
};
|
||
|
|
||
|
// infilict range damage by cannonball
|
||
|
void RangeDamage(void)
|
||
|
{
|
||
|
if(m_cbtType == CBT_IRON)
|
||
|
{
|
||
|
InflictRangeDamage(m_penLauncher, DMT_CANNONBALL_EXPLOSION, IRON_RANGE_DAMAGE,
|
||
|
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;
|
||
|
}
|
||
|
};
|