mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 11:45:53 +01:00
204 lines
7.2 KiB
C++
204 lines
7.2 KiB
C++
806
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%{
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#include "Entities/StdH/StdH.h"
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#include "Models/Items/ItemHolder/ItemHolder.h"
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%}
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uses "Entities/Item";
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// ammo type
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enum AmmoPackType {
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1 APT_CUSTOM "Custom pack",
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2 APT_SERIOUS "Serious pack",
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};
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// event for sending through receive item
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event EAmmoPackItem {
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INDEX iShells,
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INDEX iBullets,
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INDEX iRockets,
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INDEX iGrenades,
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// INDEX iNapalm,
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INDEX iElectricity,
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INDEX iIronBalls,
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// INDEX iNukeBalls,
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};
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class CAmmoPack : CItem {
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name "Ammo Pack";
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thumbnail "Thumbnails\\AmmoPack.tbn";
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properties:
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1 enum AmmoPackType m_aptPackType "Type" 'Y' = APT_CUSTOM, // pack type
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10 INDEX m_iShells "Shells" 'S' = MAX_SHELLS,
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11 INDEX m_iBullets "Bullets" 'B' = MAX_BULLETS,
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12 INDEX m_iRockets "Rockets" 'C' = MAX_ROCKETS,
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13 INDEX m_iGrenades "Grenades" 'G' = MAX_GRENADES,
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// 14 INDEX m_iNapalm "Napalm" 'P' = MAX_NAPALM,
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15 INDEX m_iElectricity "Electricity" 'E' = MAX_ELECTRICITY,
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16 INDEX m_iIronBalls "Iron balls" 'I' = MAX_IRONBALLS,
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// 17 INDEX m_iNukeBalls "Nuke balls" 'U' = MAX_NUKEBALLS,
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components:
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0 class CLASS_BASE "Classes\\Item.ecl",
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// ********* BACK PACK *********
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60 model MODEL_BACKPACK "Models\\Items\\PowerUps\\BackPack\\BackPack.mdl",
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61 texture TEXTURE_BACKPACK "Models\\Items\\PowerUps\\BackPack\\BackPack.tex",
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// ********* SERIOUS PACK *********
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70 model MODEL_SERIOUSPACK "Models\\Items\\PowerUps\\SeriousPack\\SeriousPack.mdl",
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71 texture TEXTURE_SERIOUSPACK "Models\\Items\\PowerUps\\SeriousPack\\SeriousPack.tex",
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// ************** FLARE FOR EFFECT **************
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100 texture TEXTURE_FLARE "Models\\Items\\Flares\\Flare.tex",
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101 model MODEL_FLARE "Models\\Items\\Flares\\Flare.mdl",
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// ************** SOUNDS **************
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213 sound SOUND_PICK "Sounds\\Items\\Ammo.wav",
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functions:
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void Precache(void) {
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PrecacheSound(SOUND_PICK);
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}
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// render particles
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void RenderParticles(void)
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{
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// no particles when not existing or in DM modes
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if (GetRenderType()!=CEntity::RT_MODEL || GetSP()->sp_gmGameMode>CSessionProperties::GM_COOPERATIVE
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|| !ShowItemParticles())
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{
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return;
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}
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Particles_Spiral(this, 3.0f*0.5, 2.5f*0.5, PT_STAR04, 10);
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}
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/* Fill in entity statistics - for AI purposes only */
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BOOL FillEntityStatistics(EntityStats *pes)
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{
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pes->es_ctCount = 1;
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pes->es_ctAmmount = 1;
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// compile description
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// pes->es_strName.PrintF("Back pack: %d Shells, %d Bullets, %d Rockets, %d Grenades, %d Napalm, %d Electricity, %d Iron balls, %d Nuke balls",
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// m_iShells, m_iBullets, m_iRockets, m_iGrenades, m_iNapalm, m_iElectricity, m_iIronBalls, m_iNukeBalls);
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pes->es_strName.PrintF("Back pack: %d Shells, %d Bullets, %d Rockets, %d Grenades, %d Electricity, %d Iron balls",
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m_iShells, m_iBullets, m_iRockets, m_iGrenades, m_iElectricity, m_iIronBalls);
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// calculate value
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pes->es_fValue =
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m_iShells*AV_SHELLS +
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m_iBullets*AV_BULLETS +
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m_iRockets*AV_ROCKETS +
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m_iGrenades*AV_GRENADES +
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// m_iNapalm*AV_NAPALM +
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m_iElectricity*AV_ELECTRICITY +
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m_iIronBalls*AV_IRONBALLS /*+
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m_iNukeBalls*AV_NUKEBALLS*/;
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pes->es_iScore = 0;
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return TRUE;
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}
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// set ammo properties depending on ammo type
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void SetProperties(void)
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{
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switch (m_aptPackType)
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{
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case APT_SERIOUS:
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m_strDescription = "Serious:";
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// set appearance
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AddItem(MODEL_SERIOUSPACK, TEXTURE_SERIOUSPACK, 0,0,0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(2,2,1.3f) );
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StretchItem(FLOAT3D(0.5f, 0.5f, 0.5f));
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break;
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case APT_CUSTOM:
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m_strDescription = "Custom:";
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// set appearance
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AddItem(MODEL_BACKPACK, TEXTURE_BACKPACK, 0,0,0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.75f,0), FLOAT3D(2,2,1.3f) );
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StretchItem(FLOAT3D(0.5f, 0.5f, 0.5f));
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break;
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default: ASSERTALWAYS("Uknown ammo");
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}
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m_fValue = 1.0f;
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m_fRespawnTime = 30.0f;
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if( m_iShells != 0) {m_strDescription.PrintF("%s: Shells (%d)", (const char *) m_strDescription, m_iShells);}
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if( m_iBullets != 0) {m_strDescription.PrintF("%s: Bullets (%d)", (const char *) m_strDescription, m_iBullets);}
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if( m_iRockets != 0) {m_strDescription.PrintF("%s: Rockets (%d)", (const char *) m_strDescription, m_iRockets);}
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if( m_iGrenades != 0) {m_strDescription.PrintF("%s: Grenades (%d)", (const char *) m_strDescription, m_iGrenades);}
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// if( m_iNapalm != 0) {m_strDescription.PrintF("%s: Napalm (%d)", (const char *) m_strDescription, m_iNapalm);}
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if( m_iElectricity != 0) {m_strDescription.PrintF("%s: Electricity (%d)", (const char *) m_strDescription, m_iElectricity);}
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if( m_iIronBalls != 0) {m_strDescription.PrintF("%s: Iron balls (%d)", (const char *) m_strDescription, m_iIronBalls);}
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// if( m_iNukeBalls != 0) {m_strDescription.PrintF("%s: Nuke balls (%d)", (const char *) m_strDescription, m_iNukeBalls);}
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}
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void AdjustDifficulty(void)
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{
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//m_fValue = ceil(m_fValue*GetSP()->sp_fAmmoQuantity);
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if (GetSP()->sp_bInfiniteAmmo && m_penTarget==NULL) {
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Destroy();
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}
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}
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procedures:
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ItemCollected(EPass epass) : CItem::ItemCollected
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{
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ASSERT(epass.penOther!=NULL);
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// if ammo stays
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if (GetSP()->sp_bAmmoStays && !m_bPickupOnce) {
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// if already picked by this player
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BOOL bWasPicked = MarkPickedBy(epass.penOther);
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if (bWasPicked) {
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// don't pick again
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return;
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}
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}
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// send ammo to entity
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EAmmoPackItem eAmmo;
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eAmmo.iShells = m_iShells;
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eAmmo.iBullets = m_iBullets;
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eAmmo.iRockets = m_iRockets;
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eAmmo.iGrenades = m_iGrenades;
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// eAmmo.iNapalm = m_iNapalm;
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eAmmo.iElectricity = m_iElectricity;
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eAmmo.iIronBalls = m_iIronBalls;
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// eAmmo.iNukeBalls = m_iNukeBalls;
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// if health is received
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if (epass.penOther->ReceiveItem(eAmmo)) {
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// play the pickup sound
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m_soPick.Set3DParameters(50.0f, 1.0f, 1.0f, 1.0f);
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PlaySound(m_soPick, SOUND_PICK, SOF_3D);
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m_fPickSoundLen = GetSoundLength(SOUND_PICK);
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if (!GetSP()->sp_bAmmoStays || m_bPickupOnce) {
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jump CItem::ItemReceived();
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}
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}
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return;
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};
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Main() {
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m_iShells = Clamp( m_iShells, INDEX(0), MAX_SHELLS);
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m_iBullets = Clamp( m_iBullets, INDEX(0), MAX_BULLETS);
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m_iRockets = Clamp( m_iRockets, INDEX(0), MAX_ROCKETS);
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m_iGrenades = Clamp( m_iGrenades, INDEX(0), MAX_GRENADES);
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// m_iNapalm = Clamp( m_iNapalm, INDEX(0), MAX_NAPALM);
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m_iElectricity = Clamp( m_iElectricity, INDEX(0), MAX_ELECTRICITY);
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m_iIronBalls = Clamp( m_iIronBalls, INDEX(0), MAX_IRONBALLS);
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// m_iNukeBalls = Clamp( m_iNukeBalls, INDEX(0), MAX_NUKEBALLS);
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Initialize(); // initialize base class
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StartModelAnim(ITEMHOLDER_ANIM_MEDIUMOSCILATION, AOF_LOOPING|AOF_NORESTART);
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ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM);
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SetProperties(); // set properties
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jump CItem::ItemLoop();
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};
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};
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