mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
259 lines
7.1 KiB
C++
259 lines
7.1 KiB
C++
|
503
|
||
|
%{
|
||
|
#include "Entities/StdH/StdH.h"
|
||
|
%}
|
||
|
|
||
|
uses "Entities/BasicEffects";
|
||
|
uses "Entities/Light";
|
||
|
uses "Entities/AmmoItem";
|
||
|
|
||
|
// input parameter for launching the projectile
|
||
|
event EDropPipebomb {
|
||
|
CEntityPointer penLauncher, // who launched it
|
||
|
FLOAT fSpeed, // launch speed
|
||
|
};
|
||
|
|
||
|
%{
|
||
|
#define ECF_PIPEBOMB ( \
|
||
|
((ECBI_MODEL|ECBI_BRUSH|ECBI_PROJECTILE_SOLID|ECBI_MODEL_HOLDER)<<ECB_TEST) |\
|
||
|
((ECBI_PROJECTILE_SOLID)<<ECB_IS) )
|
||
|
|
||
|
void CPipebomb_OnPrecache(CDLLEntityClass *pdec, INDEX iUser)
|
||
|
{
|
||
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_GRENADE);
|
||
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_EXPLOSIONSTAIN);
|
||
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_SHOCKWAVE);
|
||
|
pdec->PrecacheClass(CLASS_BASIC_EFFECT, BET_GRENADE_PLANE);
|
||
|
pdec->PrecacheModel(MODEL_PIPEBOMB);
|
||
|
pdec->PrecacheTexture(TEXTURE_PIPEBOMB);
|
||
|
pdec->PrecacheSound(SOUND_LAUNCH);
|
||
|
}
|
||
|
%}
|
||
|
|
||
|
class CPipebomb : CMovableModelEntity {
|
||
|
name "Pipebomb";
|
||
|
thumbnail "";
|
||
|
features "ImplementsOnPrecache", "CanBePredictable";
|
||
|
|
||
|
properties:
|
||
|
1 CEntityPointer m_penLauncher, // who lanuched it
|
||
|
2 FLOAT m_fIgnoreTime = 0.0f, // time when laucher will be ignored
|
||
|
3 FLOAT m_fSpeed = 0.0f, // launch speed
|
||
|
4 BOOL m_bCollected = FALSE, // collect -> do not explode
|
||
|
|
||
|
{
|
||
|
CLightSource m_lsLightSource;
|
||
|
}
|
||
|
|
||
|
components:
|
||
|
1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
|
||
|
2 class CLASS_LIGHT "Classes\\Light.ecl",
|
||
|
|
||
|
// ********* PIPEBOMB (GRENADE) *********
|
||
|
10 model MODEL_PIPEBOMB "Models\\Weapons\\Pipebomb\\Grenade\\Grenade.mdl",
|
||
|
11 texture TEXTURE_PIPEBOMB "Models\\Weapons\\Pipebomb\\Grenade\\Grenade.tex",
|
||
|
12 sound SOUND_LAUNCH "Sounds\\Weapons\\RocketFired.wav",
|
||
|
|
||
|
functions:
|
||
|
/* Read from stream. */
|
||
|
void Read_t( CTStream *istr) // throw char *
|
||
|
{
|
||
|
CMovableModelEntity::Read_t(istr);
|
||
|
SetupLightSource();
|
||
|
}
|
||
|
|
||
|
/* Get static light source information. */
|
||
|
CLightSource *GetLightSource(void)
|
||
|
{
|
||
|
if (!IsPredictor()) {
|
||
|
return &m_lsLightSource;
|
||
|
} else {
|
||
|
return NULL;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Setup light source
|
||
|
void SetupLightSource(void)
|
||
|
{
|
||
|
// setup light source
|
||
|
CLightSource lsNew;
|
||
|
lsNew.ls_ulFlags = LSF_NONPERSISTENT|LSF_DYNAMIC;
|
||
|
lsNew.ls_colColor = C_vdRED;
|
||
|
lsNew.ls_rFallOff = 1.0f;
|
||
|
lsNew.ls_rHotSpot = 0.1f;
|
||
|
lsNew.ls_plftLensFlare = &_lftYellowStarRedRingFar;
|
||
|
lsNew.ls_ubPolygonalMask = 0;
|
||
|
lsNew.ls_paoLightAnimation = NULL;
|
||
|
|
||
|
m_lsLightSource.ls_penEntity = this;
|
||
|
m_lsLightSource.SetLightSource(lsNew);
|
||
|
}
|
||
|
|
||
|
// render particles
|
||
|
void RenderParticles(void) {
|
||
|
Particles_GrenadeTrail(this);
|
||
|
}
|
||
|
|
||
|
/************************************************************
|
||
|
* PIPEBOMB *
|
||
|
************************************************************/
|
||
|
void Pipebomb(void) {
|
||
|
// set appearance
|
||
|
InitAsModel();
|
||
|
SetPhysicsFlags(EPF_MODEL_BOUNCING);
|
||
|
SetCollisionFlags(ECF_PIPEBOMB);
|
||
|
//GetModelObject()->StretchModel(FLOAT3D(2.5f, 2.5f, 2.5f));
|
||
|
//ModelChangeNotify();
|
||
|
SetModel(MODEL_PIPEBOMB);
|
||
|
SetModelMainTexture(TEXTURE_PIPEBOMB);
|
||
|
// start moving
|
||
|
LaunchAsFreeProjectile(FLOAT3D(0.0f, 0.0f, -m_fSpeed), (CMovableEntity*)&*m_penLauncher);
|
||
|
SetDesiredRotation(ANGLE3D(0, FRnd()*120.0f+120.0f, FRnd()*250.0f-125.0f));
|
||
|
en_fBounceDampNormal = 0.7f;
|
||
|
en_fBounceDampParallel = 0.7f;
|
||
|
en_fJumpControlMultiplier = 0.0f;
|
||
|
en_fCollisionSpeedLimit = 45.0f;
|
||
|
en_fCollisionDamageFactor = 10.0f;
|
||
|
SetHealth(20.0f);
|
||
|
};
|
||
|
|
||
|
void PipebombExplosion(void) {
|
||
|
ESpawnEffect ese;
|
||
|
FLOAT3D vPoint;
|
||
|
FLOATplane3D vPlaneNormal;
|
||
|
FLOAT fDistanceToEdge;
|
||
|
|
||
|
// explosion
|
||
|
ese.colMuliplier = C_WHITE|CT_OPAQUE;
|
||
|
ese.betType = BET_GRENADE;
|
||
|
ese.vStretch = FLOAT3D(1,1,1);
|
||
|
SpawnEffect(GetPlacement(), ese);
|
||
|
// spawn sound event in range
|
||
|
if( IsDerivedFromClass( m_penLauncher, "Player")) {
|
||
|
SpawnRangeSound( m_penLauncher, this, SNDT_PLAYER, 50.0f);
|
||
|
}
|
||
|
|
||
|
// on plane
|
||
|
if (GetNearestPolygon(vPoint, vPlaneNormal, fDistanceToEdge)) {
|
||
|
if ((vPoint-GetPlacement().pl_PositionVector).Length() < 3.5f) {
|
||
|
// wall stain
|
||
|
ese.betType = BET_EXPLOSIONSTAIN;
|
||
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
||
|
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
|
||
|
// shock wave
|
||
|
ese.betType = BET_SHOCKWAVE;
|
||
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
||
|
SpawnEffect(CPlacement3D(vPoint, ANGLE3D(0, 0, 0)), ese);
|
||
|
// second explosion on plane
|
||
|
ese.betType = BET_GRENADE_PLANE;
|
||
|
ese.vNormal = FLOAT3D(vPlaneNormal);
|
||
|
SpawnEffect(CPlacement3D(vPoint+ese.vNormal/50.0f, ANGLE3D(0, 0, 0)), ese);
|
||
|
}
|
||
|
}
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* C O M M O N F U N C T I O N S *
|
||
|
************************************************************/
|
||
|
// projectile hitted (or time expired or can't move any more)
|
||
|
void ProjectileHitted(void) {
|
||
|
// explode ...
|
||
|
InflictRangeDamage(m_penLauncher, DMT_EXPLOSION, 100.0f,
|
||
|
GetPlacement().pl_PositionVector, 4.0f, 8.0f);
|
||
|
// sound event
|
||
|
ESound eSound;
|
||
|
eSound.EsndtSound = SNDT_EXPLOSION;
|
||
|
eSound.penTarget = m_penLauncher;
|
||
|
SendEventInRange(eSound, FLOATaabbox3D(GetPlacement().pl_PositionVector, 50.0f));
|
||
|
};
|
||
|
|
||
|
|
||
|
// spawn effect
|
||
|
void SpawnEffect(const CPlacement3D &plEffect, const ESpawnEffect &eSpawnEffect) {
|
||
|
CEntityPointer penEffect = CreateEntity(plEffect, CLASS_BASIC_EFFECT);
|
||
|
penEffect->Initialize(eSpawnEffect);
|
||
|
};
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
/************************************************************
|
||
|
* P R O C E D U R E S *
|
||
|
************************************************************/
|
||
|
procedures:
|
||
|
// --->>> PROJECTILE SLIDE ON BRUSH
|
||
|
ProjectileSlide(EVoid) {
|
||
|
m_bCollected = FALSE;
|
||
|
// fly loop
|
||
|
wait() {
|
||
|
on (EBegin) : { resume; }
|
||
|
// collected
|
||
|
on (ETouch etouch) : {
|
||
|
// clear time limit for launcher
|
||
|
if (etouch.penOther->GetRenderType() & RT_BRUSH) {
|
||
|
m_fIgnoreTime = 0.0f;
|
||
|
resume;
|
||
|
}
|
||
|
|
||
|
BOOL bCollect;
|
||
|
// ignore launcher within 0.5 second
|
||
|
bCollect = etouch.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime;
|
||
|
// speed must be almost zero
|
||
|
bCollect &= (en_vCurrentTranslationAbsolute.Length() < 0.25f);
|
||
|
// only if can be collected
|
||
|
EAmmoItem eai;
|
||
|
eai.EaitType = AIT_GRENADES;
|
||
|
eai.iQuantity = 1;
|
||
|
if (bCollect && etouch.penOther->ReceiveItem(eai)) {
|
||
|
m_bCollected = TRUE;
|
||
|
stop;
|
||
|
}
|
||
|
resume;
|
||
|
}
|
||
|
// killed
|
||
|
on (EDeath) : {
|
||
|
ProjectileHitted();
|
||
|
stop;
|
||
|
}
|
||
|
// activated
|
||
|
on (EStart) : {
|
||
|
ProjectileHitted();
|
||
|
stop;
|
||
|
}
|
||
|
}
|
||
|
return EEnd();
|
||
|
};
|
||
|
|
||
|
// --->>> MAIN
|
||
|
Main(EDropPipebomb edrop) {
|
||
|
// remember the initial parameters
|
||
|
ASSERT(edrop.penLauncher!=NULL);
|
||
|
m_penLauncher = edrop.penLauncher;
|
||
|
m_fSpeed = edrop.fSpeed;
|
||
|
|
||
|
// projectile initialization
|
||
|
Pipebomb();
|
||
|
|
||
|
// setup light source
|
||
|
SetupLightSource();
|
||
|
|
||
|
// remember lauching time
|
||
|
m_fIgnoreTime = _pTimer->CurrentTick() + 0.5f;
|
||
|
|
||
|
// slide
|
||
|
autocall ProjectileSlide() EEnd;
|
||
|
|
||
|
// pipebomb explosion if not collected
|
||
|
if (!m_bCollected) {
|
||
|
PipebombExplosion();
|
||
|
}
|
||
|
|
||
|
Destroy();
|
||
|
|
||
|
return;
|
||
|
}
|
||
|
};
|