mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
1a2ccb8f50
Conflicts: Sources/Ecc/Parser.cpp Sources/Ecc/Scanner.cpp Sources/Engine/Base/Scanner.cpp Sources/Engine/GameAgent/GameAgent.cpp Sources/Engine/Graphics/Gfx_wrapper.h Sources/Engine/Network/Network.cpp Sources/Engine/Sound/SoundDecoder.h Sources/Engine/Templates/HashTableTemplate.cpp Sources/Engine/Terrain/Terrain.h Sources/EntitiesMP/ParticleCloudsHolder.es Sources/EntitiesMP/ParticleCloudsMarker.es Sources/SeriousSam/CDCheck.h Sources/SeriousSam/Menu.cpp Sources/SeriousSam/MenuGadgets.cpp Sources/SeriousSam/SeriousSam.cpp Sources/SeriousSam/SplashScreen.cpp Sources/SeriousSam/StdH.cpp Sources/SeriousSam/StdH.h Sources/Shaders/StdH.cpp
148 lines
3.9 KiB
C++
148 lines
3.9 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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615
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%{
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#include "EntitiesMP/StdH/StdH.h"
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%}
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uses "EntitiesMP/Projectile";
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//uses "Entities/EnemyMarker";
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class CMeteorShower : CRationalEntity {
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name "MeteorShower";
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thumbnail "Thumbnails\\Eruptor.tbn";
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features "IsTargetable", "HasName";
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properties:
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1 CTString m_strName "Name" 'N' = "Meteor Shower", // class name
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10 ANGLE3D m_aAngle "Shoot Angle" 'S' = ANGLE3D( AngleDeg(0.0f),AngleDeg(0.0f),AngleDeg(0.0f)),
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11 INDEX m_iPerTickLaunchChance "Density (1-100)" 'D' = 10, // 0-100
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15 FLOAT m_fMinStretch "Min. Stretch" = 1.0f,
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16 FLOAT m_fMaxStretch "Max. Stretch" = 1.1f,
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19 RANGE m_rSafeArea "Safe Area" = 10.0f,
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20 RANGE m_rArea "Area" = 50.0f,
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30 FLOAT m_fSpeed "Speed" 'P' = 300.0f,
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40 FLOAT m_fLaunchDistance "Launch distance" 'L' = 500.0f,
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components:
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1 model MODEL_MARKER "ModelsMP\\Editor\\EffectMarker.mdl",
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2 texture TEXTURE_MARKER "ModelsMP\\Editor\\EffectMarker.tex",
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5 class CLASS_PROJECTILE "Classes\\Projectile.ecl",
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functions:
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void Precache(void) {
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PrecacheClass(CLASS_PROJECTILE, PRT_METEOR);
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}
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// fire projectile in given direction with given speed
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void SpawnProjectile(const CPlacement3D &pl)
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{
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CEntityPointer pen = CreateEntity(pl, CLASS_PROJECTILE);
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// launch
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ELaunchProjectile eLaunch;
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eLaunch.penLauncher = this;
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eLaunch.prtType = PRT_METEOR;
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eLaunch.fStretch = Lerp(m_fMinStretch, m_fMaxStretch, FRnd());
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eLaunch.fSpeed = m_fSpeed;
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pen->Initialize(eLaunch);
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}
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void MaybeShootMeteor(void)
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{
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INDEX iShoot = IRnd()%100;
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if (iShoot<=m_iPerTickLaunchChance)
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{
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CPlacement3D plFall;
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plFall.pl_PositionVector = GetPlacement().pl_PositionVector;
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FLOAT fR = Lerp(m_rSafeArea, m_rArea, FRnd());
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FLOAT fA = FRnd()*360.0f;
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plFall.pl_PositionVector += FLOAT3D(CosFast(fA)*fR, 0.05f, SinFast(fA)*fR);
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FLOAT3D vDir;
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AnglesToDirectionVector(m_aAngle, vDir);
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vDir.Normalize();
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CPlacement3D plLaunch=plFall;
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plLaunch.pl_PositionVector=plFall.pl_PositionVector-vDir*m_fLaunchDistance;
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plLaunch.pl_OrientationAngle = m_aAngle;
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SpawnProjectile(plLaunch);
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}
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}
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procedures:
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/************************************************************
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* A C T I O N S *
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************************************************************/
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// active state
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Active(EVoid)
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{
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while (TRUE) {
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wait(_pTimer->TickQuantum) {
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on (EBegin) : {
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resume;
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}
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on (EEnvironmentStop) : {
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jump Inactive();
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}
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on (ETimer) : {
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MaybeShootMeteor();
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stop;
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}
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} // wait
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}
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};
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// inactive state
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Inactive(EVoid)
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{
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wait() {
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on (EBegin) : { resume; }
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on (EEnvironmentStart) : { jump Active(); }
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}
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};
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Main(EVoid) {
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if (m_fMinStretch>m_fMaxStretch) { m_fMinStretch = m_fMaxStretch; }
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if (m_rSafeArea>m_rArea) { m_rSafeArea = m_rArea; }
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InitAsEditorModel();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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// set appearance
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SetModel(MODEL_MARKER);
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SetModelMainTexture(TEXTURE_MARKER);
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autowait(0.05f);
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jump Inactive();
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}
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};
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