/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */ 803 %{ #include "EntitiesMP/StdH/StdH.h" #include "Models/Items/ItemHolder/ItemHolder.h" #include "Models/Items/Ammo/Shells/Shells.h" #include "Models/Items/Ammo/Bullets/Bullets.h" #include "Models/Items/Ammo/Rockets/Rockets.h" #include "Models/Weapons/RocketLauncher/Projectile/Rocket.h" #include "Models/Items/Ammo/Grenades/Grenades.h" #include "Models/Items/Ammo/Electricity/Electricity.h" #include "Models/Items/Ammo/Cannonball/CannonBall.h" #include "Models/Items/Ammo/Cannonball/CannonBallQuad.h" #include "ModelsMP/Items/Ammo/SniperBullets/SniperBullets.h" %} uses "EntitiesMP/Item"; // ammo type enum AmmoItemType { 1 AIT_SHELLS "Shells", 2 AIT_BULLETS "Bullets", 3 AIT_ROCKETS "Rockets", 4 AIT_GRENADES "Grenades", 5 AIT_ELECTRICITY "Electricity", 6 AIT_NUKEBALL "obsolete", 7 AIT_IRONBALLS "IronBalls", 8 AIT_SERIOUSPACK "SeriousPack - don't use", 9 AIT_BACKPACK "BackPack - don't use", 10 AIT_NAPALM "Napalm", 11 AIT_SNIPERBULLETS "Sniper bullets" }; // event for sending through receive item event EAmmoItem { enum AmmoItemType EaitType, // ammo type INDEX iQuantity, // ammo quantity }; class CAmmoItem : CItem { name "Ammo Item"; thumbnail "Thumbnails\\AmmoItem.tbn"; properties: 1 enum AmmoItemType m_EaitType "Type" 'Y' = AIT_SHELLS, // health type components: 0 class CLASS_BASE "Classes\\Item.ecl", // ********* SHELLS ********* 1 model MODEL_SHELLS "Models\\Items\\Ammo\\Shells\\Shells.mdl", 2 texture TEXTURE_SHELLS "Models\\Items\\Ammo\\Shells\\Shells.tex", // ********* BULLETS ********* 10 model MODEL_BULLETS "Models\\Items\\Ammo\\Bullets\\Bullets.mdl", 11 texture TEXTURE_BULLETS "Models\\Items\\Ammo\\Bullets\\Bullets.tex", // ********* ROCKETS ********* 20 model MODEL_ROCKETS "Models\\Items\\Ammo\\Rockets\\Rockets.mdl", 21 model MODEL_RC_ROCKET "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.mdl", 22 texture TEXTURE_ROCKET "Models\\Weapons\\RocketLauncher\\Projectile\\Rocket.tex", // ********* GRENADES ********* 30 model MODEL_GRENADES "Models\\Items\\Ammo\\Grenades\\Grenades.mdl", 31 model MODEL_GR_GRENADE "Models\\Items\\Ammo\\Grenades\\Grenade.mdl", 32 texture TEXTURE_GRENADES "Models\\Items\\Ammo\\Grenades\\Grenades.tex", 33 texture TEXTURE_GR_GRENADE "Models\\Weapons\\GrenadeLauncher\\Grenade\\Grenade.tex", // ********* ELECTRICITY ********* 40 model MODEL_ELECTRICITY "Models\\Items\\Ammo\\Electricity\\Electricity.mdl", 41 model MODEL_EL_EFFECT "Models\\Items\\Ammo\\Electricity\\Effect.mdl", 42 model MODEL_EL_EFFECT2 "Models\\Items\\Ammo\\Electricity\\Effect2.mdl", 43 texture TEXTURE_ELECTRICITY "Models\\Items\\Ammo\\Electricity\\Electricity.tex", 44 texture TEXTURE_EL_EFFECT "Models\\Items\\Ammo\\Electricity\\Effect.tex", // ********* CANNON BALLS ********* 50 model MODEL_CANNONBALL "Models\\Items\\Ammo\\Cannonball\\Cannonball.mdl", 51 model MODEL_CANNONBALLS "Models\\Items\\Ammo\\Cannonball\\CannonballQuad.mdl", 52 texture TEXTURE_IRONBALL "Models\\Weapons\\Cannon\\Projectile\\IronBall.tex", // 53 texture TEXTURE_NUKEBALL "Models\\Weapons\\Cannon\\Projectile\\NukeBall.tex", // ********* BACK PACK ********* 60 model MODEL_BACKPACK "Models\\Items\\PowerUps\\BackPack\\BackPack.mdl", 61 texture TEXTURE_BACKPACK "Models\\Items\\PowerUps\\BackPack\\BackPack.tex", // ********* SERIOUS PACK ********* 70 model MODEL_SERIOUSPACK "Models\\Items\\PowerUps\\SeriousPack\\SeriousPack.mdl", 71 texture TEXTURE_SERIOUSPACK "Models\\Items\\PowerUps\\SeriousPack\\SeriousPack.tex", // ********* FUEL RESERVOIR ********* 80 model MODEL_FL_RESERVOIR "ModelsMP\\Items\\Ammo\\Napalm\\Napalm.mdl", 81 texture TEXTURE_FL_FUELRESERVOIR "ModelsMP\\Weapons\\Flamer\\FuelReservoir.tex", // ******** SNIPER BULLETS ********* 90 model MODEL_SNIPER_BULLETS "ModelsMP\\Items\\Ammo\\SniperBullets\\SniperBullets.mdl", 91 texture TEXTURE_SNIPER_BULLETS "ModelsMP\\Items\\Ammo\\SniperBullets\\SniperBullets.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_BWRIPLES01 "Models\\ReflectionTextures\\BWRiples01.tex", 201 texture TEX_REFL_BWRIPLES02 "Models\\ReflectionTextures\\BWRiples02.tex", 202 texture TEX_REFL_LIGHTMETAL01 "Models\\ReflectionTextures\\LightMetal01.tex", 203 texture TEX_REFL_LIGHTBLUEMETAL01 "Models\\ReflectionTextures\\LightBlueMetal01.tex", 204 texture TEX_REFL_DARKMETAL "Models\\ReflectionTextures\\DarkMetal.tex", 205 texture TEX_REFL_PURPLE01 "Models\\ReflectionTextures\\Purple01.tex", // ************** SPECULAR ************** 210 texture TEX_SPEC_WEAK "Models\\SpecularTextures\\Weak.tex", 211 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex", 212 texture TEX_SPEC_STRONG "Models\\SpecularTextures\\Strong.tex", // ************** SOUNDS ************** 213 sound SOUND_PICK "Sounds\\Items\\Ammo.wav", 214 sound SOUND_DEFAULT "Sounds\\Default.wav", functions: void Precache(void) { PrecacheSound(SOUND_PICK); } // 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 AIT_SHELLS: Particles_Spiral(this, 1.0f*0.75, 1.0f*0.75, PT_STAR04, 4); break; case AIT_BULLETS: Particles_Spiral(this, 1.5f*0.75, 1.0f*0.75, PT_STAR04, 6); break; case AIT_ROCKETS: Particles_Spiral(this, 1.5f*0.75, 1.25f*0.75, PT_STAR04, 6); break; case AIT_GRENADES: Particles_Spiral(this, 2.0f*0.75, 1.25f*0.75, PT_STAR04, 6); break; case AIT_ELECTRICITY: Particles_Spiral(this, 1.5f*0.75, 1.125f*0.75, PT_STAR04, 6); break; case AIT_NUKEBALL: Particles_Spiral(this, 1.25f*0.75, 1.0f*0.75, PT_STAR04, 4); break; case AIT_IRONBALLS: Particles_Spiral(this, 2.0f*0.75, 1.25f*0.75, PT_STAR04, 8); break; case AIT_BACKPACK: Particles_Spiral(this, 3.0f*0.5, 2.5f*0.5, PT_STAR04, 10); break; case AIT_SERIOUSPACK: Particles_Spiral(this, 3.0f*0.5, 2.5f*0.5, PT_STAR04, 10); break; case AIT_NAPALM: Particles_Spiral(this, 3.0f*0.5, 2.5f*0.5, PT_STAR04, 10); break; case AIT_SNIPERBULLETS: Particles_Spiral(this, 1.5f*0.75, 1.25f*0.75, PT_STAR04, 6); break; } } /* Fill in entity statistics - for AI purposes only */ BOOL FillEntityStatistics(EntityStats *pes) { pes->es_ctCount = 1; pes->es_ctAmmount = (INDEX) m_fValue; switch (m_EaitType) { case AIT_SHELLS: pes->es_strName = "Shells"; pes->es_fValue = m_fValue*AV_SHELLS; break; case AIT_BULLETS: pes->es_strName = "Bullets"; pes->es_fValue = m_fValue*AV_BULLETS; break; case AIT_ROCKETS: pes->es_strName = "Rockets"; pes->es_fValue = m_fValue*AV_ROCKETS; break; case AIT_GRENADES: pes->es_strName = "Grenades"; pes->es_fValue = m_fValue*AV_GRENADES; break; case AIT_ELECTRICITY: pes->es_strName = "Electricity"; pes->es_fValue = m_fValue*AV_ELECTRICITY; break; /* case AIT_NUKEBALL: pes->es_strName = "Nukeballs"; pes->es_fValue = m_fValue*AV_NUKEBALLS; break; */ case AIT_IRONBALLS: pes->es_strName = "Ironballs"; pes->es_fValue = m_fValue*AV_IRONBALLS; break; case AIT_SERIOUSPACK: pes->es_strName = "SeriousPack"; pes->es_fValue = m_fValue*100000; break; case AIT_BACKPACK: pes->es_strName = "BackPack"; pes->es_fValue = m_fValue*100000; break; case AIT_NAPALM: pes->es_strName = "Napalm"; pes->es_fValue = m_fValue*AV_NAPALM; break; case AIT_SNIPERBULLETS: pes->es_strName = "Sniper bullets"; pes->es_fValue = m_fValue*AV_SNIPERBULLETS; break; } pes->es_iScore = 0;//m_iScore; return TRUE; } // set ammo properties depending on ammo type void SetProperties(void) { switch (m_EaitType) { case AIT_SHELLS: m_fValue = 10.0f; m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f; m_strDescription.PrintF("Shells: %d", (int) m_fValue); // set appearance AddItem(MODEL_SHELLS, TEXTURE_SHELLS, 0, 0, 0); AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.25f,0), FLOAT3D(1.5,1.5,0.75f) ); StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f)); break; case AIT_BULLETS: m_fValue = 50.0f; m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f; m_strDescription.PrintF("Bullets: %d", (int) m_fValue); // set appearance AddItem(MODEL_BULLETS, TEXTURE_BULLETS, 0, 0, 0); AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(3,3,1.0f) ); StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f)); break; case AIT_ROCKETS: m_fValue = 5.0f; m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f; m_strDescription.PrintF("Rockets: %d", (int) m_fValue); // set appearance AddItem(MODEL_ROCKETS, TEXTURE_ROCKET, 0, 0, 0); AddItemAttachment(ROCKETS_ATTACHMENT_ROCKET1, MODEL_RC_ROCKET, TEXTURE_ROCKET, 0, 0, 0); AddItemAttachment(ROCKETS_ATTACHMENT_ROCKET2, MODEL_RC_ROCKET, TEXTURE_ROCKET, 0, 0, 0); AddItemAttachment(ROCKETS_ATTACHMENT_ROCKET3, MODEL_RC_ROCKET, TEXTURE_ROCKET, 0, 0, 0); AddItemAttachment(ROCKETS_ATTACHMENT_ROCKET4, MODEL_RC_ROCKET, TEXTURE_ROCKET, 0, 0, 0); AddItemAttachment(ROCKETS_ATTACHMENT_ROCKET5, MODEL_RC_ROCKET, TEXTURE_ROCKET, 0, 0, 0); SetItemAttachmentAnim(ROCKETS_ATTACHMENT_ROCKET1, ROCKET_ANIM_FORAMMO); SetItemAttachmentAnim(ROCKETS_ATTACHMENT_ROCKET2, ROCKET_ANIM_FORAMMO); SetItemAttachmentAnim(ROCKETS_ATTACHMENT_ROCKET3, ROCKET_ANIM_FORAMMO); SetItemAttachmentAnim(ROCKETS_ATTACHMENT_ROCKET4, ROCKET_ANIM_FORAMMO); SetItemAttachmentAnim(ROCKETS_ATTACHMENT_ROCKET5, ROCKET_ANIM_FORAMMO); AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(2,2,0.75f) ); StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f)); break; case AIT_GRENADES: m_fValue = 5.0f; m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f; m_strDescription.PrintF("Grenades: %d", (int) m_fValue); // set appearance AddItem(MODEL_GRENADES, TEXTURE_GRENADES, 0, 0, 0); AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(4,4,1.0f) ); StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f)); break; case AIT_ELECTRICITY: m_fValue = 50.0f; m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f; m_strDescription.PrintF("Electricity: %d", (int) m_fValue); // set appearance AddItem(MODEL_ELECTRICITY, TEXTURE_ELECTRICITY, TEXTURE_EL_EFFECT, TEXTURE_EL_EFFECT, 0); AddItemAttachment(ELECTRICITY_ATTACHMENT_EFFECT1, MODEL_EL_EFFECT, TEXTURE_EL_EFFECT, 0, 0, 0); AddItemAttachment(ELECTRICITY_ATTACHMENT_EFFECT2, MODEL_EL_EFFECT, TEXTURE_EL_EFFECT, 0, 0, 0); AddItemAttachment(ELECTRICITY_ATTACHMENT_EFFECT3, MODEL_EL_EFFECT2,TEXTURE_EL_EFFECT, 0, 0, 0); AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(3,3,0.8f) ); StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f)); break; /* case AIT_NUKEBALL: m_fValue = 1.0f; m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f; m_strDescription.PrintF("Nuke ball: %d", (int) m_fValue); // set appearance AddItem(MODEL_CANNONBALL, TEXTURE_NUKEBALL, TEX_REFL_BWRIPLES01, TEX_SPEC_MEDIUM, 0); AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.5f,0), FLOAT3D(2,2,0.5f) ); StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f)); break; */ case AIT_IRONBALLS: m_fValue = 4.0f; m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f; m_strDescription.PrintF("Iron balls: %d", (int) m_fValue); // set appearance AddItem(MODEL_CANNONBALLS, TEXTURE_IRONBALL, TEX_REFL_DARKMETAL, TEX_SPEC_WEAK, 0); AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(5,5,1.3f) ); StretchItem(FLOAT3D(0.75f, 0.75f, 0.75f)); break; case AIT_NAPALM: m_fValue = 100.0f; m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f; m_strDescription.PrintF("Napalm: %d", (int) m_fValue); // set appearance AddItem(MODEL_FL_RESERVOIR, TEXTURE_FL_FUELRESERVOIR, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(3,3,1.0f) ); StretchItem(FLOAT3D(1.25f, 1.25f, 1.25f)); break; case AIT_SERIOUSPACK: m_fValue = 1.0f; m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f; m_strDescription.PrintF("SeriousPack: %d", (int) m_fValue); // set appearance AddItem(MODEL_SERIOUSPACK, TEXTURE_SERIOUSPACK, 0,0,0); AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(2,2,1.3f) ); StretchItem(FLOAT3D(0.5f, 0.5f, 0.5f)); break; case AIT_BACKPACK: m_fValue = 1.0f; m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f; m_strDescription.PrintF("BackPack: %d", (int) m_fValue); // set appearance AddItem(MODEL_BACKPACK, TEXTURE_BACKPACK, 0,0,0); AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(2,2,1.3f) ); StretchItem(FLOAT3D(0.5f, 0.5f, 0.5f)); break; case AIT_SNIPERBULLETS: m_fValue = 5.0f; m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f; m_strDescription.PrintF("Sniper bullets: %d", (int) m_fValue); // set appearance AddItem(MODEL_SNIPER_BULLETS, TEXTURE_SNIPER_BULLETS, TEX_REFL_LIGHTMETAL01, TEX_SPEC_MEDIUM, 0); AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(3,3,1.0f) ); StretchItem(FLOAT3D(1.25f, 1.25f, 1.25f)); break; default: ASSERTALWAYS("Uknown ammo"); } }; void AdjustDifficulty(void) { m_fValue = ceil(m_fValue*GetSP()->sp_fAmmoQuantity); if (GetSP()->sp_bInfiniteAmmo && m_penTarget==NULL) { Destroy(); } } procedures: ItemCollected(EPass epass) : CItem::ItemCollected { ASSERT(epass.penOther!=NULL); // if ammo stays if (GetSP()->sp_bAmmoStays && !(m_bPickupOnce||m_bRespawn)) { // if already picked by this player BOOL bWasPicked = MarkPickedBy(epass.penOther); if (bWasPicked) { // don't pick again return; } } // send ammo to entity EAmmoItem eAmmo; eAmmo.EaitType = m_EaitType; eAmmo.iQuantity = (INDEX) m_fValue; // if health is received if (epass.penOther->ReceiveItem(eAmmo)) { // play the pickup sound m_soPick.Set3DParameters(50.0f, 1.0f, 1.0f, 1.0f); if(_pNetwork->IsPlayerLocal(epass.penOther)) {IFeel_PlayEffect("PU_Ammo");} if( (m_EaitType == AIT_SERIOUSPACK) || (m_EaitType == AIT_BACKPACK) ) { PlaySound(m_soPick, SOUND_DEFAULT, SOF_3D); CPrintF("^cFF0000^f5Warning!!! Replace old serious pack with new, BackPack entity!^r\n"); } else { PlaySound(m_soPick, SOUND_PICK, SOF_3D); } m_fPickSoundLen = GetSoundLength(SOUND_PICK); if (!GetSP()->sp_bAmmoStays || (m_bPickupOnce||m_bRespawn)) { jump CItem::ItemReceived(); } } return; }; Main() { if (m_EaitType==AIT_NUKEBALL /*|| m_EaitType==AIT_NAPALM*/) { m_EaitType=AIT_SHELLS; } Initialize(); // initialize base class StartModelAnim(ITEMHOLDER_ANIM_MEDIUMOSCILATION, AOF_LOOPING|AOF_NORESTART); ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM); SetProperties(); // set properties jump CItem::ItemLoop(); }; };