mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 19:55:54 +01:00
235 lines
8.0 KiB
C++
Executable File
235 lines
8.0 KiB
C++
Executable File
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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351
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%{
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#include "EntitiesMP/StdH/StdH.h"
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#include "ModelsMP/Enemies/ExotechLarva/Charger/WallCharger.h"
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%}
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uses "EntitiesMP/BloodSpray";
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uses "EntitiesMP/Projectile";
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class CExotechLarvaBattery : CRationalEntity {
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name "ExotechLarvaBattery";
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thumbnail "Thumbnails\\ExotechLarvaBattery.tbn";
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features "HasName", "IsTargetable";
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properties:
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1 BOOL m_bActive = TRUE,
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2 FLOAT m_fMaxHealth "Health" 'H' = 100.0f,
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3 FLOAT m_fStretch "Stretch" 'S' = 1.0f,
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4 FLOAT m_fBurnTreshold = 0.0f,
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5 CEntityPointer m_penSpray, // debris spray
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6 FLOAT m_tmSpraySpawned = 0.0f,
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7 CTString m_strName "Name" 'N' = "ExotechLarva Wall Battery",
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10 BOOL m_bCustomShading "Custom Shading" = FALSE,
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11 ANGLE3D m_aShadingDirection "Light direction" 'D' = ANGLE3D( AngleDeg(45.0f),AngleDeg(45.0f),AngleDeg(45.0f)),
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12 COLOR m_colLight "Light Color" = C_WHITE,
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13 COLOR m_colAmbient "Ambient Light Color" = C_BLACK,
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20 CSoundObject m_soSound,
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components:
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1 class CLASS_BASIC_EFFECT "Classes\\BasicEffect.ecl",
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2 class CLASS_BLOOD_SPRAY "Classes\\BloodSpray.ecl",
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5 model MODEL_BATTERY "ModelsMP\\Enemies\\ExotechLarva\\Charger\\WallCharger.mdl",
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6 texture TEXTURE_BATTERY "ModelsMP\\Enemies\\ExotechLarva\\Charger\\WallCharger.tex",
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7 model MODEL_BEAM "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Beam.mdl",
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8 texture TEXTURE_BEAM "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Beam.tex",
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10 model MODEL_PLASMA "ModelsMP\\Enemies\\ExotechLarva\\Charger\\PlasmaBeam.mdl",
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11 texture TEXTURE_PLASMA "ModelsMP\\Effects\\Laser\\Laser_Red.tex",
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12 model MODEL_ELECTRO "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Electricity.mdl",
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13 texture TEXTURE_ELECTRO "ModelsMP\\Enemies\\ExotechLarva\\Projectile\\Projectile.tex",
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50 sound SOUND_SHUTDOWN "ModelsMP\\Enemies\\ExotechLarva\\Charger\\Sounds\\WallChargerShutdown.wav",
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functions:
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void Precache(void) {
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CRationalEntity::Precache();
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PrecacheSound( SOUND_SHUTDOWN );
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PrecacheModel( MODEL_BATTERY );
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PrecacheTexture( TEXTURE_BATTERY );
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PrecacheModel( MODEL_PLASMA );
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PrecacheTexture( TEXTURE_PLASMA );
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PrecacheModel( MODEL_ELECTRO );
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PrecacheTexture( TEXTURE_ELECTRO );
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}
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/* Adjust model shading parameters if needed. */
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BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
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{
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if (m_bCustomShading)
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{
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colLight = m_colLight;
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colAmbient = m_colAmbient;
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AnglesToDirectionVector(m_aShadingDirection, vLightDirection);
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vLightDirection = -vLightDirection;
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}
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return TRUE;
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};
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void ReceiveDamage(CEntity *penInflictor, enum DamageType dmtType,
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FLOAT fDamageAmmount, const FLOAT3D &vHitPoint, const FLOAT3D &vDirection)
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{
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if (GetHealth()<0.0f) {
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return;
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}
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if((dmtType!=DMT_BURNING) && (m_tmSpraySpawned<=_pTimer->CurrentTick()-_pTimer->TickQuantum*8))
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{
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// spawn blood spray
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CPlacement3D plSpray = CPlacement3D( vHitPoint, ANGLE3D(0, 0, 0));
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m_penSpray = CreateEntity( plSpray, CLASS_BLOOD_SPRAY);
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m_penSpray->SetParent(this);
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ESpawnSpray eSpawnSpray;
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eSpawnSpray.colBurnColor=C_WHITE|CT_OPAQUE;
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eSpawnSpray.fDamagePower = 3.0f;
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eSpawnSpray.sptType = SPT_ELECTRICITY_SPARKS_NO_BLOOD;
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eSpawnSpray.fSizeMultiplier = 1.0f;
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eSpawnSpray.vDirection = FLOAT3D(0.0f, 1.0f, 0.0f);
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eSpawnSpray.penOwner = this;
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m_penSpray->Initialize( eSpawnSpray);
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m_tmSpraySpawned = _pTimer->CurrentTick();
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}
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FLOAT fLastHealth = GetHealth();
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CRationalEntity::ReceiveDamage(penInflictor, dmtType, fDamageAmmount,
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vHitPoint, vDirection);
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FLOAT fNewHealth = GetHealth();
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if (fNewHealth<=0.66f*m_fMaxHealth && fLastHealth>0.66f*m_fMaxHealth) {
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RemoveAttachment(WALLCHARGER_ATTACHMENT_LIGHT);
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GetModelObject()->PlayAnim(WALLCHARGER_ANIM_DAMAGE01, AOF_SMOOTHCHANGE|AOF_NORESTART);
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SpawnExplosions();
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} else if (fNewHealth<=0.33f*m_fMaxHealth && fLastHealth>0.33f*m_fMaxHealth) {
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RemoveAttachment(WALLCHARGER_ATTACHMENT_PLASMA);
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GetModelObject()->PlayAnim(WALLCHARGER_ANIM_DAMAGE02, AOF_SMOOTHCHANGE|AOF_NORESTART);
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SpawnExplosions();
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}
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};
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void RenderParticles(void)
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{
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FLOAT fBurnStrength;
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FLOAT fHealth = GetHealth();
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if (fHealth<m_fBurnTreshold) {
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fBurnStrength = 1.0f - fHealth/m_fBurnTreshold;
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if (fBurnStrength>0.99f) { fBurnStrength=0.99f; }
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Particles_Burning(this, 1.0f, fBurnStrength);
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}
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if (fHealth<1.0f) {
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Particles_Smoke(this, FLOAT3D(0.0f, 0.0f, 0.25f)*m_fStretch, 100, 6.0f, 0.4f, 4.0f*m_fStretch, 2.5f);
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}
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};
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void SpawnExplosions(void) {
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CPlacement3D pl = GetPlacement();
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ESpawnEffect eSpawnEffect;
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eSpawnEffect.colMuliplier = C_WHITE|CT_OPAQUE;
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eSpawnEffect.betType = BET_CANNON;
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eSpawnEffect.vStretch = FLOAT3D(m_fStretch*1.5f, m_fStretch*1.5f, m_fStretch*1.5f);
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CEntityPointer penExplosion = CreateEntity(pl, CLASS_BASIC_EFFECT);
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penExplosion->Initialize(eSpawnEffect);
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pl.pl_PositionVector += FLOAT3D(FRnd()*0.5f, FRnd()*0.5f, 0.0f);
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penExplosion = CreateEntity(pl, CLASS_BASIC_EFFECT);
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penExplosion->Initialize(eSpawnEffect);
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pl.pl_PositionVector += FLOAT3D(FRnd()*0.5f, FRnd()*0.5f, 0.0f);
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penExplosion = CreateEntity(pl, CLASS_BASIC_EFFECT);
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penExplosion->Initialize(eSpawnEffect);
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InflictRangeDamage( this, DMT_EXPLOSION, 25.0f, GetPlacement().pl_PositionVector, 5.0f, 25.0f);
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}
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void AddAttachments(void) {
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AddAttachmentToModel(this, *GetModelObject(), WALLCHARGER_ATTACHMENT_LIGHT, MODEL_BEAM, TEXTURE_BEAM, 0, 0, 0);
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AddAttachmentToModel(this, *GetModelObject(), WALLCHARGER_ATTACHMENT_PLASMA, MODEL_PLASMA, TEXTURE_PLASMA, 0, 0, 0);
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AddAttachmentToModel(this, *GetModelObject(), WALLCHARGER_ATTACHMENT_ELECTRICITY, MODEL_ELECTRO, TEXTURE_ELECTRO, 0, 0, 0);
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AddAttachmentToModel(this, *GetModelObject(), WALLCHARGER_ATTACHMENT_ELECTRICITY2, MODEL_ELECTRO, TEXTURE_ELECTRO, 0, 0, 0);
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}
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void RemoveAttachment(INDEX iAtt) {
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RemoveAttachmentFromModel(*GetModelObject(), iAtt);
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}
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procedures:
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Destroyed()
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{
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m_bActive = FALSE;
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RemoveAttachment(WALLCHARGER_ATTACHMENT_ELECTRICITY);
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RemoveAttachment(WALLCHARGER_ATTACHMENT_ELECTRICITY2);
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PlaySound(m_soSound, SOUND_SHUTDOWN, SOF_3D);
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GetModelObject()->PlayAnim(WALLCHARGER_ANIM_DAMAGE03, AOF_SMOOTHCHANGE|AOF_NORESTART);
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SpawnExplosions();
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//wait forever
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while (TRUE) {
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autowait(1.0f);
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}
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return;
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}
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Main()
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{
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InitAsModel();
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SetPhysicsFlags(EPF_MODEL_FIXED);
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SetCollisionFlags(ECF_MODEL);
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SetFlags(GetFlags()|ENF_ALIVE);
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// set your appearance
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SetModel(MODEL_BATTERY);
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SetModelMainTexture(TEXTURE_BATTERY);
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AddAttachments();
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// set stretch factors for height and width
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GetModelObject()->StretchModel(FLOAT3D(m_fStretch, m_fStretch, m_fStretch));
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ModelChangeNotify();
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SetHealth(m_fMaxHealth);
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autowait(0.05f);
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m_soSound.Set3DParameters(100.0f, 50.0f, 3.5f, 1.0f);
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m_bActive = TRUE;
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m_fBurnTreshold = 0.66f*m_fMaxHealth;
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StartModelAnim(WALLCHARGER_ANIM_DEFAULT, 0);
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wait()
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{
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on (EBegin) : {
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resume;
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}
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on (EDeath eDeath) : {
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jump Destroyed();
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}
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}
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return;
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}
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};
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