mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
351 lines
13 KiB
C++
351 lines
13 KiB
C++
805
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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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// key type
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enum KeyItemType {
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0 KIT_ANKHWOOD "Wooden ankh",
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1 KIT_ANKHROCK "Stone ankh",
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2 KIT_ANKHGOLD "Gold ankh",
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3 KIT_AMONGOLD "Gold amon",
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4 KIT_ANKHGOLDDUMMY "Gold ankh dummy key",
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5 KIT_ELEMENTEARTH "Element - Earth",
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6 KIT_ELEMENTWATER "Element - Water",
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7 KIT_ELEMENTAIR "Element - Air",
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8 KIT_ELEMENTFIRE "Element - Fire",
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9 KIT_RAKEY "Ra Key",
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10 KIT_MOONKEY "Moon Key",
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12 KIT_EYEOFRA "Eye of Ra",
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13 KIT_SCARAB "Scarab",
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14 KIT_COBRA "Cobra",
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15 KIT_SCARABDUMMY "Scarab dummy",
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16 KIT_HEART "Gold Heart",
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17 KIT_FEATHER "Feather of Truth",
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18 KIT_SPHINX1 "Sphinx 1",
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19 KIT_SPHINX2 "Sphinx 2",
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};
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// event for sending through receive item
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event EKey {
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enum KeyItemType kitType,
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};
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%{
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const char *GetKeyName(enum KeyItemType kit)
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{
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switch(kit) {
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case KIT_ANKHWOOD : return TRANS("Wooden ankh"); break;
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case KIT_ANKHROCK: return TRANS("Stone ankh"); break;
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case KIT_ANKHGOLD :
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case KIT_ANKHGOLDDUMMY : return TRANS("Gold ankh"); break;
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case KIT_AMONGOLD : return TRANS("Gold Amon statue"); break;
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case KIT_ELEMENTEARTH : return TRANS("Earth element"); break;
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case KIT_ELEMENTWATER : return TRANS("Water element"); break;
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case KIT_ELEMENTAIR : return TRANS("Air element"); break;
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case KIT_ELEMENTFIRE : return TRANS("Fire element"); break;
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case KIT_RAKEY : return TRANS("Ra key"); break;
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case KIT_MOONKEY : return TRANS("Moon key"); break;
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case KIT_EYEOFRA : return TRANS("Eye of Ra"); break;
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case KIT_SCARAB :
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case KIT_SCARABDUMMY : return TRANS("Scarab"); break;
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case KIT_COBRA : return TRANS("Cobra"); break;
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case KIT_HEART : return TRANS("Gold Heart"); break;
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case KIT_FEATHER : return TRANS("Feather of Truth"); break;
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case KIT_SPHINX1 :
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case KIT_SPHINX2 : return TRANS("Gold Sphinx"); break;
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default: return TRANS("unknown item"); break;
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};
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}
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%}
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class CKeyItem : CItem {
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name "KeyItem";
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thumbnail "Thumbnails\\KeyItem.tbn";
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features "IsImportant";
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properties:
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1 enum KeyItemType m_kitType "Type" 'Y' = KIT_ANKHWOOD, // key type
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3 INDEX m_iSoundComponent = 0,
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components:
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0 class CLASS_BASE "Classes\\Item.ecl",
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// ********* ANKH KEY *********
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1 model MODEL_ANKHWOOD "Models\\Items\\Keys\\AnkhWood\\Ankh.mdl",
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2 texture TEXTURE_ANKHWOOD "Models\\Ages\\Egypt\\Vehicles\\BigBoat\\OldWood.tex",
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3 model MODEL_ANKHROCK "Models\\Items\\Keys\\AnkhStone\\Ankh.mdl",
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4 texture TEXTURE_ANKHROCK "Models\\Items\\Keys\\AnkhStone\\Stone.tex",
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5 model MODEL_ANKHGOLD "Models\\Items\\Keys\\AnkhGold\\Ankh.mdl",
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6 texture TEXTURE_ANKHGOLD "Models\\Items\\Keys\\AnkhGold\\Ankh.tex",
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7 model MODEL_AMONGOLD "Models\\Ages\\Egypt\\Gods\\Amon\\AmonGold.mdl",
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8 texture TEXTURE_AMONGOLD "Models\\Ages\\Egypt\\Gods\\Amon\\AmonGold.tex",
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10 model MODEL_ELEMENTAIR "Models\\Items\\Keys\\Elements\\Air.mdl",
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11 texture TEXTURE_ELEMENTAIR "Models\\Items\\Keys\\Elements\\Air.tex",
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20 model MODEL_ELEMENTWATER "Models\\Items\\Keys\\Elements\\Water.mdl",
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21 texture TEXTURE_ELEMENTWATER "Models\\Items\\Keys\\Elements\\Water.tex",
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30 model MODEL_ELEMENTFIRE "Models\\Items\\Keys\\Elements\\Fire.mdl",
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31 texture TEXTURE_ELEMENTFIRE "Models\\Items\\Keys\\Elements\\Fire.tex",
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40 model MODEL_ELEMENTEARTH "Models\\Items\\Keys\\Elements\\Earth.mdl",
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41 texture TEXTURE_ELEMENTEARTH "Models\\Items\\Keys\\Elements\\Texture.tex",
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50 model MODEL_RAKEY "Models\\Items\\Keys\\RaKey\\Key.mdl",
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51 texture TEXTURE_RAKEY "Models\\Items\\Keys\\RaKey\\Key.tex",
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60 model MODEL_MOONKEY "Models\\Items\\Keys\\RaSign\\Sign.mdl",
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61 texture TEXTURE_MOONKEY "Models\\Items\\Keys\\RaSign\\Sign.tex",
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70 model MODEL_EYEOFRA "Models\\Items\\Keys\\EyeOfRa\\EyeOfRa.mdl",
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71 texture TEXTURE_EYEOFRA "Models\\Items\\Keys\\EyeOfRa\\EyeOfRa.tex",
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80 model MODEL_SCARAB "Models\\Items\\Keys\\Scarab\\Scarab.mdl",
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81 texture TEXTURE_SCARAB "Models\\Items\\Keys\\Scarab\\Scarab.tex",
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90 model MODEL_COBRA "Models\\Items\\Keys\\Uaset\\Uaset.mdl",
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91 texture TEXTURE_COBRA "Models\\Items\\Keys\\Uaset\\Uaset.tex",
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92 model MODEL_FEATHER "Models\\Items\\Keys\\Luxor\\FeatherOfTruth.mdl",
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93 texture TEXTURE_FEATHER "Models\\Items\\Keys\\Luxor\\FeatherOfTruth.tex",
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94 model MODEL_HEART "Models\\Items\\Keys\\Luxor\\GoldHeart.mdl",
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95 texture TEXTURE_HEART "Models\\Items\\Keys\\Luxor\\GoldHeart.tex",
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96 model MODEL_SPHINXGOLD "Models\\Items\\Keys\\GoldSphinx\\GoldSphinx.mdl",
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97 texture TEXTURE_SPHINXGOLD "Models\\Items\\Keys\\GoldSphinx\\Sphinx.tex",
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// ********* MISC *********
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255 texture TEXTURE_FLARE "Models\\Items\\Flares\\Flare.tex",
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256 model MODEL_FLARE "Models\\Items\\Flares\\Flare.mdl",
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257 texture TEX_REFL_GOLD01 "Models\\ReflectionTextures\\Gold01.tex",
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258 texture TEX_REFL_METAL01 "Models\\ReflectionTextures\\LightMetal01.tex",
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259 texture TEX_SPEC_MEDIUM "Models\\SpecularTextures\\Medium.tex",
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260 texture TEX_SPEC_STRONG "Models\\SpecularTextures\\Strong.tex",
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// ************** SOUNDS **************
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301 sound SOUND_KEY "Sounds\\Items\\Key.wav",
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functions:
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void Precache(void) {
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PrecacheSound(SOUND_KEY);
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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_strName = GetKeyName(m_kitType);
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pes->es_ctCount = 1;
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pes->es_ctAmmount = 1;
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pes->es_fValue = 1;
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pes->es_iScore = 0;//m_iScore;
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return TRUE;
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}
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// render particles
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void RenderParticles(void) {
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// no particles when not existing
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if (GetRenderType()!=CEntity::RT_MODEL) {
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return;
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}
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switch (m_kitType) {
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case KIT_ANKHWOOD:
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case KIT_ANKHROCK:
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case KIT_ANKHGOLD:
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case KIT_ANKHGOLDDUMMY:
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default:
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Particles_Stardust(this, 0.9f, 0.70f, PT_STAR08, 32);
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break;
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case KIT_AMONGOLD:
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Particles_Stardust(this, 1.6f, 1.00f, PT_STAR08, 32);
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break;
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}
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}
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// set health properties depending on type
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void SetProperties(void) {
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m_fRespawnTime = 10.0f;
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m_strDescription = GetKeyName(m_kitType);
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switch (m_kitType) {
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case KIT_ANKHWOOD:
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// set appearance
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AddItem(MODEL_ANKHWOOD, TEXTURE_ANKHWOOD, 0, 0, 0);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) );
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StretchItem(FLOAT3D(1.0f, 1.0f, 1.0f));
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m_iSoundComponent = SOUND_KEY;
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break;
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case KIT_ANKHROCK:
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// set appearance
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AddItem(MODEL_ANKHROCK, TEXTURE_ANKHROCK, 0, 0, 0);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) );
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StretchItem(FLOAT3D(1.0f, 1.0f, 1.0f));
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m_iSoundComponent = SOUND_KEY;
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break;
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case KIT_ANKHGOLD:
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case KIT_ANKHGOLDDUMMY:
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// set appearance
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AddItem(MODEL_ANKHGOLD, TEXTURE_ANKHGOLD, TEX_REFL_GOLD01, TEX_SPEC_MEDIUM, 0);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) );
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StretchItem(FLOAT3D(1.0f, 1.0f, 1.0f));
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m_iSoundComponent = SOUND_KEY;
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break;
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case KIT_SPHINX1:
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case KIT_SPHINX2:
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// set appearance
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AddItem(MODEL_SPHINXGOLD, TEXTURE_SPHINXGOLD, TEX_REFL_GOLD01, TEX_SPEC_MEDIUM, 0);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) );
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StretchItem(FLOAT3D(2.0f, 2.0f, 2.0f));
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m_iSoundComponent = SOUND_KEY;
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break;
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case KIT_AMONGOLD:
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// set appearance
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AddItem(MODEL_AMONGOLD, TEXTURE_AMONGOLD, TEX_REFL_GOLD01, TEX_SPEC_MEDIUM, 0);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.5f,0), FLOAT3D(2,2,0.3f) );
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StretchItem(FLOAT3D(2.0f, 2.0f, 2.0f));
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m_iSoundComponent = SOUND_KEY;
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break;
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case KIT_ELEMENTEARTH:
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// set appearance
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AddItem(MODEL_ELEMENTEARTH, TEXTURE_ELEMENTEARTH, TEX_REFL_METAL01, TEX_SPEC_MEDIUM, 0);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) );
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StretchItem(FLOAT3D(1.0f, 1.0f, 1.0f));
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m_iSoundComponent = SOUND_KEY;
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break;
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case KIT_ELEMENTAIR:
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// set appearance
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AddItem(MODEL_ELEMENTAIR, TEXTURE_ELEMENTAIR, TEX_REFL_METAL01, TEX_SPEC_MEDIUM, 0);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) );
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StretchItem(FLOAT3D(1.0f, 1.0f, 1.0f));
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m_iSoundComponent = SOUND_KEY;
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break;
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case KIT_ELEMENTWATER:
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// set appearance
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AddItem(MODEL_ELEMENTWATER, TEXTURE_ELEMENTWATER, TEX_REFL_METAL01, TEX_SPEC_MEDIUM, 0);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) );
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StretchItem(FLOAT3D(1.0f, 1.0f, 1.0f));
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m_iSoundComponent = SOUND_KEY;
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break;
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case KIT_ELEMENTFIRE:
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// set appearance
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AddItem(MODEL_ELEMENTFIRE, TEXTURE_ELEMENTFIRE, TEX_REFL_METAL01, TEX_SPEC_MEDIUM, 0);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) );
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StretchItem(FLOAT3D(1.0f, 1.0f, 1.0f));
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m_iSoundComponent = SOUND_KEY;
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break;
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case KIT_RAKEY:
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// set appearance
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AddItem(MODEL_RAKEY, TEXTURE_RAKEY, TEX_REFL_GOLD01, TEX_SPEC_MEDIUM, 0);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) );
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StretchItem(FLOAT3D(1.0f, 1.0f, 1.0f));
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m_iSoundComponent = SOUND_KEY;
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break;
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case KIT_MOONKEY:
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// set appearance
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AddItem(MODEL_MOONKEY, TEXTURE_MOONKEY, TEX_REFL_GOLD01, TEX_SPEC_MEDIUM, 0);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) );
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StretchItem(FLOAT3D(1.0f, 1.0f, 1.0f));
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m_iSoundComponent = SOUND_KEY;
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break;
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case KIT_EYEOFRA:
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// set appearance
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AddItem(MODEL_EYEOFRA, TEXTURE_EYEOFRA, TEX_REFL_GOLD01, TEX_SPEC_MEDIUM, 0);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) );
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StretchItem(FLOAT3D(1.0f, 1.0f, 1.0f));
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m_iSoundComponent = SOUND_KEY;
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break;
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case KIT_SCARAB:
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case KIT_SCARABDUMMY:
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// set appearance
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AddItem(MODEL_SCARAB, TEXTURE_SCARAB, TEX_REFL_METAL01, TEX_SPEC_MEDIUM, 0);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) );
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StretchItem(FLOAT3D(1.0f, 1.0f, 1.0f));
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m_iSoundComponent = SOUND_KEY;
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break;
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case KIT_COBRA:
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// set appearance
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AddItem(MODEL_COBRA, TEXTURE_COBRA, TEX_REFL_GOLD01, TEX_SPEC_MEDIUM, 0);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) );
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StretchItem(FLOAT3D(1.0f, 1.0f, 1.0f));
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m_iSoundComponent = SOUND_KEY;
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break;
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case KIT_FEATHER:
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// set appearance
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AddItem(MODEL_FEATHER, TEXTURE_FEATHER, 0, 0, 0);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) );
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StretchItem(FLOAT3D(1.0f, 1.0f, 1.0f));
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m_iSoundComponent = SOUND_KEY;
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break;
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case KIT_HEART:
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// set appearance
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AddItem(MODEL_HEART, TEXTURE_HEART, TEX_REFL_GOLD01, TEX_SPEC_MEDIUM, 0);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) );
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StretchItem(FLOAT3D(1.0f, 1.0f, 1.0f));
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m_iSoundComponent = SOUND_KEY;
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break;
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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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ASSERT(epass.penOther!=NULL);
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// send key to entity
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EKey eKey;
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eKey.kitType = m_kitType;
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// if health is received
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if (epass.penOther->ReceiveItem(eKey)) {
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if(_pNetwork->IsPlayerLocal(epass.penOther)) {IFeel_PlayEffect("PU_Key");}
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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, m_iSoundComponent, SOF_3D);
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m_fPickSoundLen = GetSoundLength(m_iSoundComponent);
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jump CItem::ItemReceived();
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}
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return;
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};
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Main() {
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Initialize(); // initialize base class
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StartModelAnim(ITEMHOLDER_ANIM_SMALLOSCILATION, AOF_LOOPING|AOF_NORESTART);
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ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_SMALL);
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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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