mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-24 19:30:26 +01:00
266 lines
10 KiB
C++
Executable File
266 lines
10 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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808
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%{
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#include "EntitiesMP/StdH/StdH.h"
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#include "Models/Items/ItemHolder/ItemHolder.h"
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%}
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uses "EntitiesMP/Item";
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uses "EntitiesMP/Player";
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// health type
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enum PowerUpItemType {
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0 PUIT_INVISIB "Invisibility",
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1 PUIT_INVULNER "Invulnerability",
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2 PUIT_DAMAGE "SeriousDamage",
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3 PUIT_SPEED "SeriousSpeed",
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4 PUIT_BOMB "SeriousBomb",
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};
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// event for sending through receive item
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event EPowerUp {
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enum PowerUpItemType puitType,
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};
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class CPowerUpItem : CItem
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{
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name "PowerUp Item";
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thumbnail "Thumbnails\\PowerUpItem.tbn";
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properties:
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1 enum PowerUpItemType m_puitType "Type" 'Y' = PUIT_INVULNER,
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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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// ********* INVISIBILITY *********
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1 model MODEL_INVISIB "ModelsMP\\Items\\PowerUps\\Invisibility\\Invisibility.mdl",
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// 2 texture TEXTURE_INVISIB "ModelsMP\\Items\\PowerUps\\Invisibility\\Invisibility.tex",
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// ********* INVULNERABILITY *********
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10 model MODEL_INVULNER "ModelsMP\\Items\\PowerUps\\Invulnerability\\Invulnerability.mdl",
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// 11 texture TEXTURE_INVULNER "ModelsMP\\Items\\PowerUps\\Invulnerability\\Invulnerability.tex",
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// ********* SERIOUS DAMAGE *********
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20 model MODEL_DAMAGE "ModelsMP\\Items\\PowerUps\\SeriousDamage\\SeriousDamage.mdl",
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21 texture TEXTURE_DAMAGE "ModelsMP\\Items\\PowerUps\\SeriousDamage\\SeriousDamage.tex",
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// ********* SERIOUS SPEED *********
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30 model MODEL_SPEED "ModelsMP\\Items\\PowerUps\\SeriousSpeed\\SeriousSpeed.mdl",
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31 texture TEXTURE_SPEED "ModelsMP\\Items\\PowerUps\\SeriousSpeed\\SeriousSpeed.tex",
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// ********* SERIOUS BOMB *********
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40 model MODEL_BOMB "ModelsMP\\Items\\PowerUps\\SeriousBomb\\SeriousBomb.mdl",
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41 texture TEXTURE_BOMB "ModelsMP\\Items\\PowerUps\\SeriousBomb\\SeriousBomb.tex",
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// ********* MISC *********
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50 texture TEXTURE_SPECULAR_STRONG "ModelsMP\\SpecularTextures\\Strong.tex",
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51 texture TEXTURE_SPECULAR_MEDIUM "ModelsMP\\SpecularTextures\\Medium.tex",
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52 texture TEXTURE_REFLECTION_METAL "ModelsMP\\ReflectionTextures\\LightMetal01.tex",
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53 texture TEXTURE_REFLECTION_GOLD "ModelsMP\\ReflectionTextures\\Gold01.tex",
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54 texture TEXTURE_REFLECTION_PUPLE "ModelsMP\\ReflectionTextures\\Purple01.tex",
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55 texture TEXTURE_FLARE "Models\\Items\\Flares\\Flare.tex",
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56 model MODEL_FLARE "Models\\Items\\Flares\\Flare.mdl",
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// ************** SOUNDS **************
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//301 sound SOUND_INVISIB "SoundsMP\\Items\\Invisibility.wav",
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//302 sound SOUND_INVULNER "SoundsMP\\Items\\Invulnerability.wav",
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//303 sound SOUND_DAMAGE "SoundsMP\\Items\\SeriousDamage.wav",
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//304 sound SOUND_SPEED "SoundsMP\\Items\\SeriousSpeed.wav",
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301 sound SOUND_PICKUP "SoundsMP\\Items\\PowerUp.wav",
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305 sound SOUND_BOMB "SoundsMP\\Items\\SeriousBomb.wav",
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functions:
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void Precache(void)
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{
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switch( m_puitType) {
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case PUIT_INVISIB : /*PrecacheSound(SOUND_INVISIB ); break;*/
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case PUIT_INVULNER: /*PrecacheSound(SOUND_INVULNER); break; */
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case PUIT_DAMAGE : /*PrecacheSound(SOUND_DAMAGE ); break;*/
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case PUIT_SPEED : /*PrecacheSound(SOUND_SPEED ); break;*/
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PrecacheSound(SOUND_PICKUP ); break;
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case PUIT_BOMB : PrecacheSound(SOUND_BOMB ); break;
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}
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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 = "PowerUp";
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pes->es_ctCount = 1;
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pes->es_ctAmmount = 1; // !!!!
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pes->es_fValue = 0; // !!!!
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pes->es_iScore = 0;//m_iScore;
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switch( m_puitType) {
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case PUIT_INVISIB : pes->es_strName += " invisibility"; break;
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case PUIT_INVULNER: pes->es_strName += " invulnerability"; break;
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case PUIT_DAMAGE : pes->es_strName += " serious damage"; break;
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case PUIT_SPEED : pes->es_strName += " serious speed"; break;
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case PUIT_BOMB : pes->es_strName = "Serious Bomb!";
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}
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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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{
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// no particles when not existing or in DM modes
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if( GetRenderType()!=CEntity::RT_MODEL || GetSP()->sp_gmGameMode>CSessionProperties::GM_COOPERATIVE
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|| !ShowItemParticles()) {
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return;
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}
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switch( m_puitType) {
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case PUIT_INVISIB:
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Particles_Stardust( this, 2.0f*0.75f, 1.00f*0.75f, PT_STAR08, 320);
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break;
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case PUIT_INVULNER:
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Particles_Stardust( this, 2.0f*0.75f, 1.00f*0.75f, PT_STAR08, 192);
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break;
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case PUIT_DAMAGE:
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Particles_Stardust( this, 1.0f*0.75f, 0.75f*0.75f, PT_STAR08, 128);
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break;
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case PUIT_SPEED:
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Particles_Stardust( this, 1.0f*0.75f, 0.75f*0.75f, PT_STAR08, 128);
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break;
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case PUIT_BOMB:
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Particles_Atomic(this, 2.0f*0.75f, 2.0f*0.95f, PT_STAR05, 12);
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break;
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}
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}
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// set health properties depending on health type
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void SetProperties(void)
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{
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switch( m_puitType)
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{
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case PUIT_INVISIB:
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StartModelAnim( ITEMHOLDER_ANIM_SMALLOSCILATION, AOF_LOOPING|AOF_NORESTART);
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ForceCollisionBoxIndexChange( ITEMHOLDER_COLLISION_BOX_BIG);
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 40.0f;
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m_strDescription.PrintF("Invisibility");
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AddItem( MODEL_INVISIB, TEXTURE_REFLECTION_METAL, 0, TEXTURE_SPECULAR_STRONG, 0); // set appearance
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AddFlare( MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) ); // add flare
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StretchItem( FLOAT3D(1.0f*0.75f, 1.0f*0.75f, 1.0f*0.75f));
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break;
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case PUIT_INVULNER:
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StartModelAnim( ITEMHOLDER_ANIM_SMALLOSCILATION, AOF_LOOPING|AOF_NORESTART);
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ForceCollisionBoxIndexChange( ITEMHOLDER_COLLISION_BOX_BIG);
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 60.0f;
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m_strDescription.PrintF("Invulnerability");
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AddItem( MODEL_INVULNER, TEXTURE_REFLECTION_GOLD, TEXTURE_REFLECTION_METAL, TEXTURE_SPECULAR_MEDIUM, 0); // set appearance
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AddFlare( MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) ); // add flare
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StretchItem( FLOAT3D(1.0f*0.75f, 1.0f*0.75f, 1.0f*0.75f));
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break;
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case PUIT_DAMAGE:
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StartModelAnim( ITEMHOLDER_ANIM_SMALLOSCILATION, AOF_LOOPING|AOF_NORESTART);
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ForceCollisionBoxIndexChange( ITEMHOLDER_COLLISION_BOX_BIG);
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 40.0f;
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m_strDescription.PrintF("SeriousDamage");
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AddItem( MODEL_DAMAGE, TEXTURE_DAMAGE, 0, TEXTURE_SPECULAR_STRONG, 0); // set appearance
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AddFlare( MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) ); // add flare
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StretchItem( FLOAT3D(1.0f*0.75f, 1.0f*0.75f, 1.0f*0.75f));
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break;
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case PUIT_SPEED:
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StartModelAnim( ITEMHOLDER_ANIM_SMALLOSCILATION, AOF_LOOPING|AOF_NORESTART);
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ForceCollisionBoxIndexChange( ITEMHOLDER_COLLISION_BOX_BIG);
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 40.0f;
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m_strDescription.PrintF("SeriousSpeed");
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AddItem( MODEL_SPEED, TEXTURE_SPEED, 0, 0, 0); // set appearance
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AddFlare( MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) ); // add flare
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StretchItem( FLOAT3D(1.0f*0.75f, 1.0f*0.75f, 1.0f*0.75f));
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break;
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case PUIT_BOMB:
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StartModelAnim( ITEMHOLDER_ANIM_SMALLOSCILATION, AOF_LOOPING|AOF_NORESTART);
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ForceCollisionBoxIndexChange( ITEMHOLDER_COLLISION_BOX_BIG);
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 40.0f;
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m_strDescription.PrintF("Serious Bomb!");
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AddItem( MODEL_BOMB, TEXTURE_BOMB, 0, 0, 0); // set appearance
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AddFlare( MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) ); // add flare
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StretchItem( FLOAT3D(1.0f*3.0f, 1.0f*3.0f, 1.0f*3.0f));
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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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{
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ASSERT( epass.penOther!=NULL);
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// don't pick up more bombs then you can carry
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if (m_puitType == PUIT_BOMB) {
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if (IsOfClass(epass.penOther, "Player")) {
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if (((CPlayer &)*epass.penOther).m_iSeriousBombCount>=3) {
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return;
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}
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}
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}
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if( !(m_bPickupOnce||m_bRespawn)) {
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// if already picked by this player
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BOOL bWasPicked = MarkPickedBy(epass.penOther);
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if( bWasPicked) {
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// don't pick again
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return;
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}
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}
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// send powerup to entity
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EPowerUp ePowerUp;
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ePowerUp.puitType = m_puitType;
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// if powerup is received
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if( epass.penOther->ReceiveItem(ePowerUp)) {
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if(_pNetwork->IsPlayerLocal(epass.penOther))
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{
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switch (m_puitType)
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{
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case PUIT_INVISIB: IFeel_PlayEffect("PU_Invulnerability"); break;
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case PUIT_INVULNER: IFeel_PlayEffect("PU_Invulnerability"); break;
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case PUIT_DAMAGE: IFeel_PlayEffect("PU_Invulnerability"); break;
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case PUIT_SPEED: IFeel_PlayEffect("PU_FastShoes"); break;
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case PUIT_BOMB: IFeel_PlayEffect("PU_SeriousBomb"); break;
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}
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}
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// play the pickup sound
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m_soPick.Set3DParameters( 50.0f, 1.0f, 2.0f, 1.0f);
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if (m_puitType == PUIT_BOMB) {
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PlaySound(m_soPick, SOUND_BOMB, SOF_3D);
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m_fPickSoundLen = GetSoundLength(SOUND_BOMB);
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} else if (TRUE) {
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PlaySound(m_soPick, SOUND_PICKUP, SOF_3D);
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m_fPickSoundLen = GetSoundLength(SOUND_PICKUP);
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}
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if( (m_bPickupOnce||m_bRespawn)) { 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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{
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Initialize(); // initialize base class
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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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