mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
325 lines
9.9 KiB
C++
325 lines
9.9 KiB
C++
/* 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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800
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%{
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#include "StdH.h"
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#include "Models/Items/ItemHolder/ItemHolder.h"
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%}
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%{
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// used to render certain entities only for certain players (like picked items, etc.)
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extern ULONG _ulPlayerRenderingMask;
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%}
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class export CItem : CMovableModelEntity {
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name "Item";
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thumbnail "";
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features "HasName", "HasDescription", "IsTargetable", "CanBePredictable";
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properties:
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1 CTString m_strName "Name" 'N' = "Item",
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2 CTString m_strDescription = "",
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// class properties
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5 FLOAT m_fValue = 0.0f, // value
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6 FLOAT m_fRespawnTime = 0.0f, // default respawn time
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26 FLOAT m_fCustomRespawnTime "Respawn Time" = 0.0f, // custom respawn time
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7 BOOL m_bRespawn "Respawn" 'R' = FALSE, // respawn item
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8 CEntityPointer m_penTarget "Target" 'T' COLOR(C_dGRAY|0xFF), // target to trigger when crossed over
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9 BOOL m_bPickupOnce "PickupOnce" 'P' = FALSE, // can be picked by only one player, triggers only when really picked
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10 CSoundObject m_soPick, // sound channel
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12 FLOAT m_fPickSoundLen = 0.0f,
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14 BOOL m_bDropped = FALSE, // dropped by a player during a deathmatch game
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15 INDEX m_ulPickedMask = 0, // mask for which players picked this item
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16 BOOL m_bFloating "Floating" 'F' = FALSE,
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components:
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1 model MODEL_ITEM "Models\\Items\\ItemHolder\\ItemHolder.mdl",
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functions:
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virtual void AdjustDifficulty(void)
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{
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}
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/* Adjust model mip factor if needed. */
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void AdjustMipFactor(FLOAT &fMipFactor)
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{
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// adjust flare glow, to decrease power with how you get closer
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CAttachmentModelObject *pamo = GetModelObject()->GetAttachmentModel(ITEMHOLDER_ATTACHMENT_FLARE);
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if( pamo != NULL)
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{
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FLOAT fRatio = (Clamp( fMipFactor, 5.0f, 7.0f)-5.0f)/2.0f;
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UBYTE ubRatio = UBYTE(255*fRatio);
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COLOR colMutiply = RGBToColor(ubRatio,ubRatio,ubRatio)|CT_OPAQUE;
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pamo->amo_moModelObject.mo_colBlendColor = colMutiply;
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}
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// if never picked
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if (m_ulPickedMask==0) {
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// don't bother testing
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return;
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}
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BOOL bFlare = TRUE;
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// if current player has already picked this item
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if (_ulPlayerRenderingMask&m_ulPickedMask) {
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// if picked items are not rendered
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extern INDEX plr_bRenderPicked;
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if (!plr_bRenderPicked) {
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// kill mip factor
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fMipFactor = UpperLimit(0.0f);
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}
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// if picked item particles are not rendered
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extern INDEX plr_bRenderPickedParticles;
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if (!plr_bRenderPickedParticles) {
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// kill flare
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bFlare = FALSE;
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}
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}
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// implement flare on/off ?
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}
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// check whether should render particles for this item
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BOOL ShowItemParticles(void)
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{
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// if current player has already picked this item
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if (_ulPlayerRenderingMask&m_ulPickedMask) {
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// if picked item particles are not rendered
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extern INDEX plr_bRenderPickedParticles;
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if (!plr_bRenderPickedParticles) {
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// don't render
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return FALSE;
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}
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}
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// otherwise, render
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return TRUE;
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}
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// check if given player already picked this item, and mark if not
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BOOL MarkPickedBy(CEntity *pen)
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{
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if (!IsOfClass(pen, "Player")) {
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return FALSE;
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}
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INDEX iPlayer = ((CPlayerEntity*)pen)->GetMyPlayerIndex();
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BOOL bPickedAlready = (1<<iPlayer)&m_ulPickedMask;
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m_ulPickedMask |= (1<<iPlayer);
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return bPickedAlready;
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}
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// get maximum allowed range for predicting this entity
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FLOAT GetPredictionRange(void)
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{
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extern FLOAT cli_fPredictItemsRange;
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return cli_fPredictItemsRange;
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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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// in DM, glares are off, so add some light to items
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//if( m_bRespawn)
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{
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// fixed light and ambient
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colLight = 0x40404040;
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colAmbient = 0x60606060;
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}
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/*
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else
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{
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// fixed light and ambient
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colLight = 0x30303030;
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colAmbient = 0x30303030;
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}
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*/
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// light direction always from upper left corner relative to the object
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vLightDirection = FLOAT3D(-1,-1,-1);
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vLightDirection.Normalize();
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vLightDirection*=GetRotationMatrix();
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// no shadow
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return FALSE;
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};
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/************************************************************
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* INITALIZATION *
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************************************************************/
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void Initialize(void) {
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InitAsModel();
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SetFlags(GetFlags()|ENF_SEETHROUGH);
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if (m_bFloating) {
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SetPhysicsFlags(EPF_MODEL_FLYING);
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} else {
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SetPhysicsFlags(EPF_MODEL_SLIDING);
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}
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SetCollisionFlags(ECF_ITEM);
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// make items not slide that much
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en_fDeceleration = 60.0f;
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// set appearance
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SetModel(MODEL_ITEM);
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SetDesiredTranslation(FLOAT3D(0,0,0)); // just to add to movers
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};
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/************************************************************
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* SET MODEL AND ATTACHMENT *
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************************************************************/
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// Add item
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void AddItem(ULONG ulIDModel, ULONG ulIDTexture,
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ULONG ulIDReflectionTexture, ULONG ulIDSpecularTexture, ULONG ulIDBumpTexture) {
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AddAttachmentToModel(this, *GetModelObject(), ITEMHOLDER_ATTACHMENT_ITEM, ulIDModel, ulIDTexture,
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ulIDReflectionTexture, ulIDSpecularTexture, ulIDBumpTexture);
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};
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void AddItemSpecial(INDEX iAttachmentPos, ULONG ulIDModel, ULONG ulIDTexture,
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ULONG ulIDReflectionTexture, ULONG ulIDSpecularTexture, ULONG ulIDBumpTexture) {
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AddAttachmentToModel(this, *GetModelObject(), iAttachmentPos, ulIDModel, ulIDTexture,
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ulIDReflectionTexture, ulIDSpecularTexture, ulIDBumpTexture);
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};
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// Add attachment to item
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void AddItemAttachment(INDEX iAttachment, ULONG ulIDModel, ULONG ulIDTexture,
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ULONG ulIDReflectionTexture, ULONG ulIDSpecularTexture, ULONG ulIDBumpTexture) {
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CModelObject &mo = GetModelObject()->GetAttachmentModel(ITEMHOLDER_ATTACHMENT_ITEM)->amo_moModelObject;
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AddAttachmentToModel(this, mo, iAttachment, ulIDModel, ulIDTexture,
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ulIDReflectionTexture, ulIDSpecularTexture, ulIDBumpTexture);
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};
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// set animation of attachment
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void SetItemAttachmentAnim(INDEX iAttachment, INDEX iAnim)
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{
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CModelObject &mo =
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GetModelObject()->GetAttachmentModel(ITEMHOLDER_ATTACHMENT_ITEM)->amo_moModelObject.
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GetAttachmentModel(iAttachment)->amo_moModelObject;
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mo.PlayAnim(iAnim, 0);
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}
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// Add flare
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void AddFlare(ULONG ulIDModel, ULONG ulIDTexture,
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const FLOAT3D &vPos, const FLOAT3D &vStretch)
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{
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// add flare to items if not respawn
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if( !m_bRespawn && !m_bDropped)
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{
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AddAttachmentToModel(this, *GetModelObject(),
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ITEMHOLDER_ATTACHMENT_FLARE, ulIDModel, ulIDTexture, 0,0,0);
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CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(ITEMHOLDER_ATTACHMENT_FLARE);
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amo.amo_moModelObject.StretchModel(vStretch);
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amo.amo_plRelative.pl_PositionVector = vPos;
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}
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};
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// Stretch item
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void StretchItem(const FLOAT3D &vStretch) {
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CModelObject &mo = GetModelObject()->GetAttachmentModel(ITEMHOLDER_ATTACHMENT_ITEM)->amo_moModelObject;
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mo.StretchModel(vStretch);
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ModelChangeNotify();
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};
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// returns bytes of memory used by this object
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SLONG GetUsedMemory(void)
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{
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// initial
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SLONG slUsedMemory = sizeof(CItem) - sizeof(CMovableModelEntity) + CMovableModelEntity::GetUsedMemory();
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// add some more
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slUsedMemory += m_strDescription.Length();
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slUsedMemory += m_strName.Length();
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slUsedMemory += 1* sizeof(CSoundObject);
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return slUsedMemory;
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}
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procedures:
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/************************************************************
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* VIRTUAL PROCEDURES THAT NEED OVERRIDE *
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************************************************************/
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ItemCollected(EPass epass) { return; };
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/************************************************************
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* I T E M L O O P *
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************************************************************/
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ItemLoop(EVoid)
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{
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m_fCustomRespawnTime = ClampDn( m_fCustomRespawnTime, 0.0f);
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autowait(0.1f);
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SetPredictable(TRUE);
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AdjustDifficulty();
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wait() {
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on (EBegin) : { resume; }
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on (EPass epass) : {
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if (!IsOfClass(epass.penOther, "Player")) {
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pass;
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}
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if (!(m_bPickupOnce||m_bRespawn)) {
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SendToTarget(m_penTarget, EET_TRIGGER, epass.penOther);
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m_penTarget = NULL;
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}
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call ItemCollected(epass);
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}
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on (EEnd) : { stop; }
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}
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// wait for sound to end
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autowait(m_fPickSoundLen+0.5f);
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// cease to exist
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Destroy();
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return;
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};
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ItemReceived(EVoid)
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{
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// hide yourself
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SwitchToEditorModel();
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if ((m_bPickupOnce||m_bRespawn)) {
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SendToTarget(m_penTarget, EET_TRIGGER, NULL);
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}
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// respawn item
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if (m_bRespawn) {
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ASSERT(m_fRespawnTime>0.0f);
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// wait to respawn
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wait(m_fRespawnTime) {
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on (EBegin) : { resume; }
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on (ETimer) : { stop; }
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otherwise() : { resume; }
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}
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// show yourself
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SwitchToModel();
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// cease to exist
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} else {
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return EEnd();
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}
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return;
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};
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};
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