mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
325 lines
9.9 KiB
C++
325 lines
9.9 KiB
C++
/* 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. */
|
|
|
|
800
|
|
%{
|
|
#include "EntitiesMP/StdH/StdH.h"
|
|
#include "Models/Items/ItemHolder/ItemHolder.h"
|
|
%}
|
|
|
|
%{
|
|
// used to render certain entities only for certain players (like picked items, etc.)
|
|
extern ULONG _ulPlayerRenderingMask;
|
|
%}
|
|
|
|
class export CItem : CMovableModelEntity {
|
|
name "Item";
|
|
thumbnail "";
|
|
features "HasName", "HasDescription", "IsTargetable", "CanBePredictable";
|
|
|
|
properties:
|
|
1 CTString m_strName "Name" 'N' = "Item",
|
|
2 CTString m_strDescription = "",
|
|
|
|
// class properties
|
|
5 FLOAT m_fValue = 0.0f, // value
|
|
6 FLOAT m_fRespawnTime = 0.0f, // default respawn time
|
|
26 FLOAT m_fCustomRespawnTime "Respawn Time" = 0.0f, // custom respawn time
|
|
7 BOOL m_bRespawn "Respawn" 'R' = FALSE, // respawn item
|
|
8 CEntityPointer m_penTarget "Target" 'T' COLOR(C_dGRAY|0xFF), // target to trigger when crossed over
|
|
9 BOOL m_bPickupOnce "PickupOnce" 'P' = FALSE, // can be picked by only one player, triggers only when really picked
|
|
10 CSoundObject m_soPick, // sound channel
|
|
12 FLOAT m_fPickSoundLen = 0.0f,
|
|
14 BOOL m_bDropped = FALSE, // dropped by a player during a deathmatch game
|
|
15 INDEX m_ulPickedMask = 0, // mask for which players picked this item
|
|
16 BOOL m_bFloating "Floating" 'F' = FALSE,
|
|
|
|
components:
|
|
1 model MODEL_ITEM "Models\\Items\\ItemHolder\\ItemHolder.mdl",
|
|
|
|
functions:
|
|
virtual void AdjustDifficulty(void)
|
|
{
|
|
}
|
|
|
|
/* Adjust model mip factor if needed. */
|
|
void AdjustMipFactor(FLOAT &fMipFactor)
|
|
{
|
|
// adjust flare glow, to decrease power with how you get closer
|
|
CAttachmentModelObject *pamo = GetModelObject()->GetAttachmentModel(ITEMHOLDER_ATTACHMENT_FLARE);
|
|
if( pamo != NULL)
|
|
{
|
|
FLOAT fRatio = (Clamp( fMipFactor, 5.0f, 7.0f)-5.0f)/2.0f;
|
|
UBYTE ubRatio = UBYTE(255*fRatio);
|
|
COLOR colMutiply = RGBToColor(ubRatio,ubRatio,ubRatio)|CT_OPAQUE;
|
|
pamo->amo_moModelObject.mo_colBlendColor = colMutiply;
|
|
}
|
|
|
|
// if never picked
|
|
if (m_ulPickedMask==0) {
|
|
// don't bother testing
|
|
return;
|
|
}
|
|
|
|
//BOOL bFlare = TRUE;
|
|
// if current player has already picked this item
|
|
if (_ulPlayerRenderingMask&m_ulPickedMask) {
|
|
// if picked items are not rendered
|
|
extern INDEX plr_bRenderPicked;
|
|
if (!plr_bRenderPicked) {
|
|
// kill mip factor
|
|
fMipFactor = UpperLimit(0.0f);
|
|
}
|
|
// if picked item particles are not rendered
|
|
/*extern INDEX plr_bRenderPickedParticles;
|
|
if (!plr_bRenderPickedParticles) {
|
|
// kill flare
|
|
bFlare = FALSE; // DG: bFlare is otherwise unused!
|
|
}*/
|
|
}
|
|
|
|
// implement flare on/off ?
|
|
}
|
|
|
|
// check whether should render particles for this item
|
|
BOOL ShowItemParticles(void)
|
|
{
|
|
// if current player has already picked this item
|
|
if (_ulPlayerRenderingMask&m_ulPickedMask) {
|
|
// if picked item particles are not rendered
|
|
extern INDEX plr_bRenderPickedParticles;
|
|
if (!plr_bRenderPickedParticles) {
|
|
// don't render
|
|
return FALSE;
|
|
}
|
|
}
|
|
// otherwise, render
|
|
return TRUE;
|
|
}
|
|
|
|
// check if given player already picked this item, and mark if not
|
|
BOOL MarkPickedBy(CEntity *pen)
|
|
{
|
|
if (!IsOfClass(pen, "Player")) {
|
|
return FALSE;
|
|
}
|
|
INDEX iPlayer = ((CPlayerEntity*)pen)->GetMyPlayerIndex();
|
|
BOOL bPickedAlready = (1<<iPlayer)&m_ulPickedMask;
|
|
m_ulPickedMask |= (1<<iPlayer);
|
|
return bPickedAlready;
|
|
}
|
|
|
|
// get maximum allowed range for predicting this entity
|
|
FLOAT GetPredictionRange(void)
|
|
{
|
|
extern FLOAT cli_fPredictItemsRange;
|
|
return cli_fPredictItemsRange;
|
|
}
|
|
|
|
/* Adjust model shading parameters if needed. */
|
|
BOOL AdjustShadingParameters(FLOAT3D &vLightDirection, COLOR &colLight, COLOR &colAmbient)
|
|
{
|
|
// in DM, glares are off, so add some light to items
|
|
//if( m_bRespawn)
|
|
{
|
|
// fixed light and ambient
|
|
colLight = 0x40404040;
|
|
colAmbient = 0x60606060;
|
|
}
|
|
/*
|
|
else
|
|
{
|
|
// fixed light and ambient
|
|
colLight = 0x30303030;
|
|
colAmbient = 0x30303030;
|
|
}
|
|
*/
|
|
|
|
// light direction always from upper left corner relative to the object
|
|
vLightDirection = FLOAT3D(-1,-1,-1);
|
|
vLightDirection.Normalize();
|
|
vLightDirection*=GetRotationMatrix();
|
|
|
|
// no shadow
|
|
return FALSE;
|
|
};
|
|
|
|
/************************************************************
|
|
* INITALIZATION *
|
|
************************************************************/
|
|
void Initialize(void) {
|
|
InitAsModel();
|
|
SetFlags(GetFlags()|ENF_SEETHROUGH);
|
|
|
|
if (m_bFloating) {
|
|
SetPhysicsFlags(EPF_MODEL_FLYING);
|
|
} else {
|
|
SetPhysicsFlags(EPF_MODEL_SLIDING);
|
|
}
|
|
|
|
SetCollisionFlags(ECF_ITEM);
|
|
|
|
// make items not slide that much
|
|
en_fDeceleration = 60.0f;
|
|
|
|
// set appearance
|
|
SetModel(MODEL_ITEM);
|
|
SetDesiredTranslation(FLOAT3D(0,0,0)); // just to add to movers
|
|
};
|
|
|
|
|
|
|
|
/************************************************************
|
|
* SET MODEL AND ATTACHMENT *
|
|
************************************************************/
|
|
// Add item
|
|
void AddItem(ULONG ulIDModel, ULONG ulIDTexture,
|
|
ULONG ulIDReflectionTexture, ULONG ulIDSpecularTexture, ULONG ulIDBumpTexture) {
|
|
AddAttachmentToModel(this, *GetModelObject(), ITEMHOLDER_ATTACHMENT_ITEM, ulIDModel, ulIDTexture,
|
|
ulIDReflectionTexture, ulIDSpecularTexture, ulIDBumpTexture);
|
|
};
|
|
void AddItemSpecial(INDEX iAttachmentPos, ULONG ulIDModel, ULONG ulIDTexture,
|
|
ULONG ulIDReflectionTexture, ULONG ulIDSpecularTexture, ULONG ulIDBumpTexture) {
|
|
AddAttachmentToModel(this, *GetModelObject(), iAttachmentPos, ulIDModel, ulIDTexture,
|
|
ulIDReflectionTexture, ulIDSpecularTexture, ulIDBumpTexture);
|
|
};
|
|
|
|
// Add attachment to item
|
|
void AddItemAttachment(INDEX iAttachment, ULONG ulIDModel, ULONG ulIDTexture,
|
|
ULONG ulIDReflectionTexture, ULONG ulIDSpecularTexture, ULONG ulIDBumpTexture) {
|
|
CModelObject &mo = GetModelObject()->GetAttachmentModel(ITEMHOLDER_ATTACHMENT_ITEM)->amo_moModelObject;
|
|
AddAttachmentToModel(this, mo, iAttachment, ulIDModel, ulIDTexture,
|
|
ulIDReflectionTexture, ulIDSpecularTexture, ulIDBumpTexture);
|
|
};
|
|
// set animation of attachment
|
|
void SetItemAttachmentAnim(INDEX iAttachment, INDEX iAnim)
|
|
{
|
|
CModelObject &mo =
|
|
GetModelObject()->GetAttachmentModel(ITEMHOLDER_ATTACHMENT_ITEM)->amo_moModelObject.
|
|
GetAttachmentModel(iAttachment)->amo_moModelObject;
|
|
mo.PlayAnim(iAnim, 0);
|
|
}
|
|
|
|
// Add flare
|
|
void AddFlare(ULONG ulIDModel, ULONG ulIDTexture,
|
|
const FLOAT3D &vPos, const FLOAT3D &vStretch)
|
|
{
|
|
// add flare to items if not respawn
|
|
if( !m_bRespawn && !m_bDropped)
|
|
{
|
|
AddAttachmentToModel(this, *GetModelObject(),
|
|
ITEMHOLDER_ATTACHMENT_FLARE, ulIDModel, ulIDTexture, 0,0,0);
|
|
CAttachmentModelObject &amo = *GetModelObject()->GetAttachmentModel(ITEMHOLDER_ATTACHMENT_FLARE);
|
|
amo.amo_moModelObject.StretchModel(vStretch);
|
|
amo.amo_plRelative.pl_PositionVector = vPos;
|
|
}
|
|
};
|
|
|
|
// Stretch item
|
|
void StretchItem(const FLOAT3D &vStretch) {
|
|
CModelObject &mo = GetModelObject()->GetAttachmentModel(ITEMHOLDER_ATTACHMENT_ITEM)->amo_moModelObject;
|
|
mo.StretchModel(vStretch);
|
|
ModelChangeNotify();
|
|
};
|
|
|
|
|
|
|
|
// returns bytes of memory used by this object
|
|
SLONG GetUsedMemory(void)
|
|
{
|
|
// initial
|
|
SLONG slUsedMemory = sizeof(CItem) - sizeof(CMovableModelEntity) + CMovableModelEntity::GetUsedMemory();
|
|
// add some more
|
|
slUsedMemory += m_strDescription.Length();
|
|
slUsedMemory += m_strName.Length();
|
|
slUsedMemory += 1* sizeof(CSoundObject);
|
|
return slUsedMemory;
|
|
}
|
|
|
|
|
|
|
|
procedures:
|
|
|
|
/************************************************************
|
|
* VIRTUAL PROCEDURES THAT NEED OVERRIDE *
|
|
************************************************************/
|
|
ItemCollected(EPass epass) { return; };
|
|
|
|
|
|
|
|
/************************************************************
|
|
* I T E M L O O P *
|
|
************************************************************/
|
|
|
|
ItemLoop(EVoid)
|
|
{
|
|
m_fCustomRespawnTime = ClampDn( m_fCustomRespawnTime, 0.0f);
|
|
autowait(0.1f);
|
|
|
|
SetPredictable(TRUE);
|
|
AdjustDifficulty();
|
|
|
|
wait() {
|
|
on (EBegin) : { resume; }
|
|
on (EPass epass) : {
|
|
if (!IsOfClass(epass.penOther, "Player")) {
|
|
pass;
|
|
}
|
|
if (!(m_bPickupOnce||m_bRespawn)) {
|
|
SendToTarget(m_penTarget, EET_TRIGGER, epass.penOther);
|
|
m_penTarget = NULL;
|
|
}
|
|
call ItemCollected(epass);
|
|
}
|
|
on (EEnd) : { stop; }
|
|
}
|
|
// wait for sound to end
|
|
autowait(m_fPickSoundLen+0.5f);
|
|
// cease to exist
|
|
Destroy();
|
|
return;
|
|
};
|
|
|
|
|
|
ItemReceived(EVoid)
|
|
{
|
|
// hide yourself
|
|
SwitchToEditorModel();
|
|
if ((m_bPickupOnce||m_bRespawn)) {
|
|
SendToTarget(m_penTarget, EET_TRIGGER, NULL);
|
|
}
|
|
|
|
// respawn item
|
|
if (m_bRespawn) {
|
|
ASSERT(m_fRespawnTime>0.0f);
|
|
|
|
// wait to respawn
|
|
wait(m_fRespawnTime) {
|
|
on (EBegin) : { resume; }
|
|
on (ETimer) : { stop; }
|
|
otherwise() : { resume; }
|
|
}
|
|
// show yourself
|
|
SwitchToModel();
|
|
|
|
// cease to exist
|
|
} else {
|
|
return EEnd();
|
|
}
|
|
return;
|
|
};
|
|
};
|
|
|