mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-26 20:25:54 +01:00
278 lines
11 KiB
C++
278 lines
11 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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801
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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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uses "EntitiesMP/Item";
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// health type
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enum HealthItemType {
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0 HIT_PILL "Pill", // pill health
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1 HIT_SMALL "Small", // small health
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2 HIT_MEDIUM "Medium", // medium health
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3 HIT_LARGE "Large", // large health
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4 HIT_SUPER "Super", // super health
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};
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// event for sending through receive item
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event EHealth {
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FLOAT fHealth, // health to receive
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BOOL bOverTopHealth, // can be received over top health
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};
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class CHealthItem : CItem {
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name "Health Item";
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thumbnail "Thumbnails\\HealthItem.tbn";
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properties:
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1 enum HealthItemType m_EhitType "Type" 'Y' = HIT_SMALL, // health type
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2 BOOL m_bOverTopHealth = FALSE, // can be received over top health
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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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// ********* PILL HEALTH *********
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1 model MODEL_PILL "Models\\Items\\Health\\Pill\\Pill.mdl",
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2 texture TEXTURE_PILL "Models\\Items\\Health\\Pill\\Pill.tex",
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3 texture TEXTURE_PILL_BUMP "Models\\Items\\Health\\Pill\\PillBump.tex",
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// ********* SMALL HEALTH *********
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10 model MODEL_SMALL "Models\\Items\\Health\\Small\\Small.mdl",
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11 texture TEXTURE_SMALL "Models\\Items\\Health\\Small\\Small.tex",
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// ********* MEDIUM HEALTH *********
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20 model MODEL_MEDIUM "Models\\Items\\Health\\Medium\\Medium.mdl",
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21 texture TEXTURE_MEDIUM "Models\\Items\\Health\\Medium\\Medium.tex",
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// ********* LARGE HEALTH *********
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30 model MODEL_LARGE "Models\\Items\\Health\\Large\\Large.mdl",
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31 texture TEXTURE_LARGE "Models\\Items\\Health\\Large\\Large.tex",
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// ********* SUPER HEALTH *********
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40 model MODEL_SUPER "Models\\Items\\Health\\Super\\Super.mdl",
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41 texture TEXTURE_SUPER "Models\\Items\\Health\\Super\\Super.tex",
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// ********* MISC *********
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50 texture TEXTURE_SPECULAR_STRONG "Models\\SpecularTextures\\Strong.tex",
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51 texture TEXTURE_SPECULAR_MEDIUM "Models\\SpecularTextures\\Medium.tex",
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52 texture TEXTURE_REFLECTION_LIGHTMETAL01 "Models\\ReflectionTextures\\LightMetal01.tex",
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53 texture TEXTURE_REFLECTION_GOLD01 "Models\\ReflectionTextures\\Gold01.tex",
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54 texture TEXTURE_REFLECTION_PUPLE01 "Models\\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_PILL "Sounds\\Items\\HealthPill.wav",
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302 sound SOUND_SMALL "Sounds\\Items\\HealthSmall.wav",
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303 sound SOUND_MEDIUM "Sounds\\Items\\HealthMedium.wav",
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304 sound SOUND_LARGE "Sounds\\Items\\HealthLarge.wav",
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305 sound SOUND_SUPER "Sounds\\Items\\HealthSuper.wav",
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functions:
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void Precache(void) {
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switch (m_EhitType) {
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case HIT_PILL: PrecacheSound(SOUND_PILL ); break;
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case HIT_SMALL: PrecacheSound(SOUND_SMALL ); break;
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case HIT_MEDIUM: PrecacheSound(SOUND_MEDIUM); break;
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case HIT_LARGE: PrecacheSound(SOUND_LARGE ); break;
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case HIT_SUPER: PrecacheSound(SOUND_SUPER ); 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 = "Health";
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pes->es_ctCount = 1;
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pes->es_ctAmmount = m_fValue;
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pes->es_fValue = m_fValue;
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pes->es_iScore = 0;//m_iScore;
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switch (m_EhitType) {
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case HIT_PILL: pes->es_strName+=" pill"; break;
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case HIT_SMALL: pes->es_strName+=" small"; break;
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case HIT_MEDIUM:pes->es_strName+=" medium"; break;
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case HIT_LARGE: pes->es_strName+=" large"; break;
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case HIT_SUPER: pes->es_strName+=" super"; break;
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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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// 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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{
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return;
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}
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switch (m_EhitType) {
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case HIT_PILL:
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Particles_Stardust(this, 0.9f*0.75f, 0.70f*0.75f, PT_STAR08, 32);
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break;
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case HIT_SMALL:
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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 HIT_MEDIUM:
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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 HIT_LARGE:
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Particles_Stardust(this, 2.0f*0.75f, 1.0f*0.75f, PT_STAR08, 192);
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break;
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case HIT_SUPER:
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Particles_Stardust(this, 2.3f*0.75f, 1.5f*0.75f, PT_STAR08, 320);
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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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switch (m_EhitType) {
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case HIT_PILL:
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StartModelAnim(ITEMHOLDER_ANIM_SMALLOSCILATION, AOF_LOOPING|AOF_NORESTART);
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ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_SMALL);
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m_fValue = 1.0f;
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m_bOverTopHealth = TRUE;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f;
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m_strDescription.PrintF("Pill - H:%g T:%g", m_fValue, m_fRespawnTime);
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// set appearance
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AddItem(MODEL_PILL, TEXTURE_PILL, 0, TEXTURE_SPECULAR_STRONG, TEXTURE_PILL_BUMP);
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// add flare
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.2f,0), FLOAT3D(1,1,0.3f) );
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StretchItem(FLOAT3D(1.0f*0.75f, 1.0f*0.75f, 1.0f*0.75));
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m_iSoundComponent = SOUND_PILL;
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break;
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case HIT_SMALL:
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StartModelAnim(ITEMHOLDER_ANIM_SMALLOSCILATION, AOF_LOOPING|AOF_NORESTART);
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ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM);
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m_fValue = 10.0f;
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m_bOverTopHealth = FALSE;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 10.0f;
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m_strDescription.PrintF("Small - H:%g T:%g", m_fValue, m_fRespawnTime);
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// set appearance
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AddItem(MODEL_SMALL, TEXTURE_SMALL, TEXTURE_REFLECTION_LIGHTMETAL01, TEXTURE_SPECULAR_MEDIUM, 0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.4f,0), FLOAT3D(2,2,0.4f) );
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StretchItem(FLOAT3D(1.0f*0.75f, 1.0f*0.75f, 1.0f*0.75));
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m_iSoundComponent = SOUND_SMALL;
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break; // add flare
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case HIT_MEDIUM:
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StartModelAnim(ITEMHOLDER_ANIM_SMALLOSCILATION, AOF_LOOPING|AOF_NORESTART);
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ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM);
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m_fValue = 25.0f;
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m_bOverTopHealth = FALSE;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 25.0f;
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m_strDescription.PrintF("Medium - H:%g T:%g", m_fValue, m_fRespawnTime);
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// set appearance
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AddItem(MODEL_MEDIUM, TEXTURE_MEDIUM, TEXTURE_REFLECTION_LIGHTMETAL01, TEXTURE_SPECULAR_MEDIUM, 0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.6f,0), FLOAT3D(2.5f,2.5f,0.5f) );
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StretchItem(FLOAT3D(1.5f*0.75f, 1.5f*0.75f, 1.5f*0.75));
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m_iSoundComponent = SOUND_MEDIUM;
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break;
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case HIT_LARGE:
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StartModelAnim(ITEMHOLDER_ANIM_SMALLOSCILATION, AOF_LOOPING|AOF_NORESTART);
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ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM);
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m_fValue = 50.0f;
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m_bOverTopHealth = FALSE;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 60.0f;
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m_strDescription.PrintF("Large - H:%g T:%g", m_fValue, m_fRespawnTime);
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// set appearance
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AddItem(MODEL_LARGE, TEXTURE_LARGE, TEXTURE_REFLECTION_GOLD01, TEXTURE_SPECULAR_STRONG, 0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,0.8f,0), FLOAT3D(2.8f,2.8f,1.0f) );
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StretchItem(FLOAT3D(1.2f*0.75f, 1.2f*0.75f, 1.2f*0.75));
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m_iSoundComponent = SOUND_LARGE;
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break;
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case HIT_SUPER:
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StartModelAnim(ITEMHOLDER_ANIM_SMALLOSCILATION, AOF_LOOPING|AOF_NORESTART);
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ForceCollisionBoxIndexChange(ITEMHOLDER_COLLISION_BOX_MEDIUM);
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m_fValue = 100.0f;
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m_bOverTopHealth = TRUE;
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m_fRespawnTime = (m_fCustomRespawnTime>0) ? m_fCustomRespawnTime : 120.0f;
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m_strDescription.PrintF("Super - H:%g T:%g", m_fValue, m_fRespawnTime);
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// set appearance
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AddItem(MODEL_SUPER, TEXTURE_SUPER, 0, TEXTURE_SPECULAR_MEDIUM, 0);
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AddFlare(MODEL_FLARE, TEXTURE_FLARE, FLOAT3D(0,1.0f,0), FLOAT3D(3,3,1.0f) );
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StretchItem(FLOAT3D(1.0f*0.75f, 1.0f*0.75f, 1.0f*0.75));
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CModelObject &mo = GetModelObject()->GetAttachmentModel(ITEMHOLDER_ATTACHMENT_ITEM)->amo_moModelObject;
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mo.PlayAnim(0, AOF_LOOPING);
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m_iSoundComponent = SOUND_SUPER;
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break;
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}
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};
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void AdjustDifficulty(void)
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{
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if (!GetSP()->sp_bAllowHealth && m_penTarget==NULL) {
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Destroy();
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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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ASSERT(epass.penOther!=NULL);
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// if health stays
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if (GetSP()->sp_bHealthArmorStays && !(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 health to entity
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EHealth eHealth;
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eHealth.fHealth = m_fValue;
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eHealth.bOverTopHealth = m_bOverTopHealth;
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// if health is received
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if (epass.penOther->ReceiveItem(eHealth)) {
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if(_pNetwork->IsPlayerLocal(epass.penOther))
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{
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switch (m_EhitType)
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{
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case HIT_PILL: IFeel_PlayEffect("PU_HealthPill"); break;
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case HIT_SMALL: IFeel_PlayEffect("PU_HealthSmall"); break;
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case HIT_MEDIUM:IFeel_PlayEffect("PU_HealthMedium"); break;
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case HIT_LARGE: IFeel_PlayEffect("PU_HealthLarge"); break;
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case HIT_SUPER: IFeel_PlayEffect("PU_HealthSuper"); 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, 1.0f, 1.0f);
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PlaySound(m_soPick, m_iSoundComponent, SOF_3D);
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m_fPickSoundLen = GetSoundLength(m_iSoundComponent);
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if (!GetSP()->sp_bHealthArmorStays || (m_bPickupOnce||m_bRespawn)) {
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jump CItem::ItemReceived();
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}
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}
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return;
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};
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Main() {
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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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