mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-25 23:24:51 +01:00
227 lines
8.4 KiB
JavaScript
227 lines
8.4 KiB
JavaScript
/* 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. */
|
|
|
|
806
|
|
%{
|
|
#include "StdH.h"
|
|
#include "Models/Items/ItemHolder/ItemHolder.h"
|
|
%}
|
|
|
|
uses "EntitiesMP/Item";
|
|
|
|
// ammo type
|
|
enum AmmoPackType {
|
|
1 APT_CUSTOM "Custom pack",
|
|
2 APT_SERIOUS "Serious pack",
|
|
};
|
|
|
|
// event for sending through receive item
|
|
event EAmmoPackItem {
|
|
INDEX iShells,
|
|
INDEX iBullets,
|
|
INDEX iRockets,
|
|
INDEX iGrenades,
|
|
INDEX iNapalm,
|
|
INDEX iElectricity,
|
|
INDEX iIronBalls,
|
|
// INDEX iNukeBalls,
|
|
INDEX iSniperBullets,
|
|
};
|
|
|
|
class CAmmoPack : CItem {
|
|
name "Ammo Pack";
|
|
thumbnail "Thumbnails\\AmmoPack.tbn";
|
|
|
|
properties:
|
|
1 enum AmmoPackType m_aptPackType "Type" 'Y' = APT_CUSTOM, // pack type
|
|
|
|
10 INDEX m_iShells "Shells" 'S' = MAX_SHELLS,
|
|
11 INDEX m_iBullets "Bullets" 'B' = MAX_BULLETS,
|
|
12 INDEX m_iRockets "Rockets" 'C' = MAX_ROCKETS,
|
|
13 INDEX m_iGrenades "Grenades" 'G' = MAX_GRENADES,
|
|
14 INDEX m_iNapalm "Napalm" 'P' = MAX_NAPALM,
|
|
15 INDEX m_iElectricity "Electricity" 'E' = MAX_ELECTRICITY,
|
|
16 INDEX m_iIronBalls "Iron balls" 'I' = MAX_IRONBALLS,
|
|
// 17 INDEX m_iNukeBalls "Nuke balls" 'U' = MAX_NUKEBALLS,
|
|
17 INDEX m_iSniperBullets "Sniper bullets" 'N' = MAX_SNIPERBULLETS,
|
|
|
|
components:
|
|
0 class CLASS_BASE "Classes\\Item.ecl",
|
|
|
|
// ********* 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",
|
|
|
|
// ************** FLARE FOR EFFECT **************
|
|
100 texture TEXTURE_FLARE "Models\\Items\\Flares\\Flare.tex",
|
|
101 model MODEL_FLARE "Models\\Items\\Flares\\Flare.mdl",
|
|
|
|
// ************** SOUNDS **************
|
|
213 sound SOUND_PICK "Sounds\\Items\\Ammo.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;
|
|
}
|
|
|
|
Particles_Spiral(this, 3.0f*0.5, 2.5f*0.5, PT_STAR04, 10);
|
|
}
|
|
|
|
/* Fill in entity statistics - for AI purposes only */
|
|
BOOL FillEntityStatistics(EntityStats *pes)
|
|
{
|
|
pes->es_ctCount = 1;
|
|
pes->es_ctAmmount = 1;
|
|
// compile description
|
|
// pes->es_strName.PrintF("Back pack: %d Shells, %d Bullets, %d Rockets, %d Grenades, %d Napalm, %d Electricity, %d Iron balls, %d Nuke balls",
|
|
// m_iShells, m_iBullets, m_iRockets, m_iGrenades, m_iNapalm, m_iElectricity, m_iIronBalls, m_iNukeBalls);
|
|
// pes->es_strName.PrintF("Back pack: %d Shells, %d Bullets, %d Rockets, %d Grenades, %d Electricity, %d Iron balls",
|
|
// m_iShells, m_iBullets, m_iRockets, m_iGrenades, m_iElectricity, m_iIronBalls);
|
|
pes->es_strName.PrintF("Back pack: %d Shells, %d Bullets, %d Rockets, %d Grenades, %d Napalm, %d Electricity, %d Iron balls, %d Sniper bullets",
|
|
m_iShells, m_iBullets, m_iRockets, m_iGrenades, m_iNapalm, m_iElectricity, m_iIronBalls, m_iSniperBullets);
|
|
|
|
// calculate value
|
|
pes->es_fValue =
|
|
m_iShells*AV_SHELLS +
|
|
m_iBullets*AV_BULLETS +
|
|
m_iRockets*AV_ROCKETS +
|
|
m_iGrenades*AV_GRENADES +
|
|
m_iNapalm*AV_NAPALM +
|
|
m_iElectricity*AV_ELECTRICITY +
|
|
m_iIronBalls*AV_IRONBALLS +
|
|
m_iSniperBullets*AV_SNIPERBULLETS/*+
|
|
m_iNukeBalls*AV_NUKEBALLS*/;
|
|
|
|
pes->es_iScore = 0;
|
|
return TRUE;
|
|
}
|
|
|
|
// set ammo properties depending on ammo type
|
|
void SetProperties(void)
|
|
{
|
|
switch (m_aptPackType)
|
|
{
|
|
case APT_SERIOUS:
|
|
m_strDescription = "Serious:";
|
|
// 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 APT_CUSTOM:
|
|
m_strDescription = "Custom:";
|
|
// 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;
|
|
default: ASSERTALWAYS("Uknown ammo");
|
|
}
|
|
|
|
m_fValue = 1.0f;
|
|
m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 30.0f;
|
|
if( m_iShells != 0) {m_strDescription.PrintF("%s: Shells (%d)", m_strDescription, m_iShells);}
|
|
if( m_iBullets != 0) {m_strDescription.PrintF("%s: Bullets (%d)", m_strDescription, m_iBullets);}
|
|
if( m_iRockets != 0) {m_strDescription.PrintF("%s: Rockets (%d)", m_strDescription, m_iRockets);}
|
|
if( m_iGrenades != 0) {m_strDescription.PrintF("%s: Grenades (%d)", m_strDescription, m_iGrenades);}
|
|
if( m_iNapalm != 0) {m_strDescription.PrintF("%s: Napalm (%d)", m_strDescription, m_iNapalm);}
|
|
if( m_iElectricity != 0) {m_strDescription.PrintF("%s: Electricity (%d)", m_strDescription, m_iElectricity);}
|
|
if( m_iIronBalls != 0) {m_strDescription.PrintF("%s: Iron balls (%d)", m_strDescription, m_iIronBalls);}
|
|
// if( m_iNukeBalls != 0) {m_strDescription.PrintF("%s: Nuke balls (%d)", m_strDescription, m_iNukeBalls);}
|
|
if( m_iSniperBullets != 0) {m_strDescription.PrintF("%s: Sniper bullets (%d)", m_strDescription, m_iSniperBullets);}
|
|
}
|
|
|
|
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
|
|
EAmmoPackItem eAmmo;
|
|
eAmmo.iShells = m_iShells;
|
|
eAmmo.iBullets = m_iBullets;
|
|
eAmmo.iRockets = m_iRockets;
|
|
eAmmo.iGrenades = m_iGrenades;
|
|
eAmmo.iNapalm = m_iNapalm;
|
|
eAmmo.iElectricity = m_iElectricity;
|
|
eAmmo.iIronBalls = m_iIronBalls;
|
|
// eAmmo.iNukeBalls = m_iNukeBalls;
|
|
eAmmo.iSniperBullets = m_iSniperBullets;
|
|
// if health is received
|
|
if (epass.penOther->ReceiveItem(eAmmo)) {
|
|
// play the pickup sound
|
|
m_soPick.Set3DParameters(50.0f, 1.0f, 1.0f, 1.0f);
|
|
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() {
|
|
m_iShells = Clamp( m_iShells, INDEX(0), MAX_SHELLS);
|
|
m_iBullets = Clamp( m_iBullets, INDEX(0), MAX_BULLETS);
|
|
m_iRockets = Clamp( m_iRockets, INDEX(0), MAX_ROCKETS);
|
|
m_iGrenades = Clamp( m_iGrenades, INDEX(0), MAX_GRENADES);
|
|
m_iNapalm = Clamp( m_iNapalm, INDEX(0), MAX_NAPALM);
|
|
m_iElectricity = Clamp( m_iElectricity, INDEX(0), MAX_ELECTRICITY);
|
|
m_iIronBalls = Clamp( m_iIronBalls, INDEX(0), MAX_IRONBALLS);
|
|
// m_iNukeBalls = Clamp( m_iNukeBalls, INDEX(0), MAX_NUKEBALLS);
|
|
m_iSniperBullets = Clamp( m_iSniperBullets, INDEX(0), MAX_SNIPERBULLETS);
|
|
|
|
Initialize(); // initialize base class
|
|
StartModelAnim(ITEMHOLDER_ANIM_MEDIUMOSCILATION, AOF_LOOPING|AOF_NORESTART);
|
|
ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM);
|
|
SetProperties(); // set properties
|
|
|
|
jump CItem::ItemLoop();
|
|
};
|
|
};
|