/* 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. */ 508 %{ #include "StdH.h" %} uses "EntitiesMP/Light"; enum WaterSize { 0 WTS_SMALL "", // small water 1 WTS_BIG "", // big water 2 WTS_LARGE "", // large water }; // input parameter for water event EWater { CEntityPointer penLauncher, // entity which launch it enum WaterSize EwsSize, // water size }; %{ #define FLY_TIME 5.0f %} class CWater : CMovableModelEntity { name "Water"; thumbnail ""; properties: 1 CEntityPointer m_penLauncher, // entity which launch it 2 enum WaterSize m_EwsSize = WTS_SMALL, // water size (type) // internal -> do not use 10 FLOAT m_fDamageAmount = 0.0f, // water hit damage 11 FLOAT m_fIgnoreTime = 0.0f, // time when laucher will be ignored 12 FLOAT m_fPushAwayFactor = 0.0f, // push away on hit { CLightSource m_lsLightSource; } components: 1 class CLASS_LIGHT "Classes\\Light.ecl", // ********* WATER ********* 10 model MODEL_WATER "Models\\Enemies\\Elementals\\Projectile\\WaterDrop.mdl", 11 texture TEXTURE_WATER "Models\\Enemies\\Elementals\\WaterManFX.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", functions: /* Read from stream. */ void Read_t( CTStream *istr) // throw char * { CRationalEntity::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_lBLUE; lsNew.ls_rFallOff = 1.0f; lsNew.ls_rHotSpot = 0.2f; 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) { }; // water touch his valid target void WaterTouch(CEntityPointer penHit) { // direct damage FLOAT3D vDirection; AnglesToDirectionVector(GetPlacement().pl_OrientationAngle, vDirection); InflictDirectDamage(penHit, m_penLauncher, DMT_PROJECTILE, m_fDamageAmount, GetPlacement().pl_PositionVector, vDirection); // push target away FLOAT3D vSpeed; GetHeadingDirection(0.0f, vSpeed); vSpeed = vSpeed * m_fPushAwayFactor; KickEntity(penHit, vSpeed); }; /************************************************************ * P R O C E D U R E S * ************************************************************/ procedures: // --->>> PROJECTILE SLIDE ON BRUSH WaterFly(EVoid) { // fly loop wait(FLY_TIME) { on (EBegin) : { resume; } on (EPass epass) : { BOOL bHit; // ignore launcher within 1 second bHit = epass.penOther!=m_penLauncher || _pTimer->CurrentTick()>m_fIgnoreTime; // ignore water bHit &= !(IsOfClass(epass.penOther, "Water")); if (bHit) { WaterTouch(epass.penOther); stop; } resume; } on (ETouch etouch) : { // clear time limit for launcher m_fIgnoreTime = 0.0f; // ignore brushes BOOL bHit; bHit = !(etouch.penOther->GetRenderType() & RT_BRUSH); // ignore another projectile of same type bHit &= !(IsOfClass(etouch.penOther, "Water")); if (bHit) { WaterTouch(etouch.penOther); stop; } // water is moving to slow (stuck somewhere) -> kill it if (en_vCurrentTranslationAbsolute.Length() < 0.25f*en_vDesiredTranslationRelative.Length()) { stop; } resume; } on (EDeath) : { stop; } on (ETimer) : { stop; } } return EEnd(); }; // --->>> MAIN Main(EWater ew) { // remember the initial parameters ASSERT(ew.penLauncher!=NULL); m_penLauncher = ew.penLauncher; m_EwsSize = ew.EwsSize; // initialization InitAsModel(); SetPhysicsFlags(EPF_ONBLOCK_SLIDE|EPF_PUSHABLE|EPF_MOVABLE); SetCollisionFlags(ECF_PROJECTILE_MAGIC); SetComponents(this, *GetModelObject(), MODEL_WATER, TEXTURE_WATER, 0, TEX_SPEC_STRONG, 0); // setup switch(m_EwsSize) { case WTS_SMALL: m_fDamageAmount = 10.0f; m_fPushAwayFactor = 10.0f; LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -30.0f), (CMovableEntity*)(CEntity*)m_penLauncher); break; case WTS_BIG: m_fDamageAmount = 20.0f; m_fPushAwayFactor = 20.0f; GetModelObject()->StretchModel(FLOAT3D(4.0f, 4.0f, 4.0f)); LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -50.0f), (CMovableEntity*)(CEntity*)m_penLauncher); break; case WTS_LARGE: m_fDamageAmount = 40.0f; m_fPushAwayFactor = 40.0f; GetModelObject()->StretchModel(FLOAT3D(16.0f, 16.0f, 16.0f)); LaunchAsPropelledProjectile(FLOAT3D(0.0f, 0.0f, -80.0f), (CMovableEntity*)(CEntity*)m_penLauncher); break; } ModelChangeNotify(); // setup light source SetupLightSource(); // remember lauching time m_fIgnoreTime = _pTimer->CurrentTick() + 1.0f; // fly autocall WaterFly() EEnd; // cease to exist Destroy(); return; } };